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Messages - praetarius5018

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1
Personal Projects / Re: Breath of Fire 2 - Defiance of Fate (SNES)
« on: January 20, 2020, 06:06:11 pm »
Not really, sorry.
Though I think the sprite data is not stored per monster but per formation or something weird like that;
I tried to modify a single monster formation, replace one creature type with another and the sprite was completely messed up. Likewise a single byte controls the presence/position of all 6 monster slots, quite a weird setup that.

Though thanks for reminding me that I should add the ram values I found to datacrystal wiki.

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Personal Projects / Re: Breath of Fire 2 - Defiance of Fate (SNES)
« on: January 18, 2020, 07:24:58 pm »
Its at least not something I want to add, at least the level up part.
I've changed stat gains and skill learning from level up to be at least partially dependant on the used weapon type, so if benched party members would gain lets say 50% exp it could quickly happen that a character gets "ruined" for what a player had planned without them noticing;
for example if the player wants a character to gain stats for weapon type A (mostly STR focus) except on level 20 where that character learns a skill depending on the equipped weapon he wants the skill from set B (a support set with low STR but could give the ATK buff spell at that level), so with leaked exp that could add an annoying amount of micro management if you have to babysit 2-3 characters that way...

I don't think that it would achieve the goal here; no matter how leaked exp is handled or if it is even present, in the final dungeons you still only need your 3 chosen guys + forced Ryu.
Maybe if the battle engine supported switching characters on the fly something could be done e.g. by splitting the final boss into 2-3 phases, one with the main group and one with 4 members not used - would be the only group battle w/out Ryu, I think.


edit:
thinking about it... with timed hits as a non-trivial aspect the incentive to stick to the same group is even bigger...

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Personal Projects / Re: Breath of Fire 2 - Defiance of Fate (SNES)
« on: January 18, 2020, 08:35:46 am »
That wouldn't really address how useful the characters themselves are;
most would probably still stick to their 3-4 main guys.

I think this game needs an actual reason to use more characters after the solo scenarios are done.


edit:
also every character has their individual exp requirements, so making them identical would result in very different levels.

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Personal Projects / Re: Breath of Fire 2 - Defiance of Fate (SNES)
« on: January 18, 2020, 05:08:55 am »
The changes here might help mitigate some of this at least. It adds a new variety to the characters which is greatly needed.
I think it might also be related that you have 9 characters total but one is forced and thanks to no leaked exp it is highly encouraged to just stick with your 3 choices apart from the solo sections...
put another way - there's no incentive to use more than your core team.

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Personal Projects / Re: Breath of Fire 2 - Defiance of Fate (SNES)
« on: January 13, 2020, 02:27:06 am »
It is based on the retranslation, as in it is already included.
No idea what gave the idea that I don't like those...

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Personal Projects / Re: Breath of Fire 2 - Defiance of Fate (SNES)
« on: January 12, 2020, 08:26:25 am »
I guess lower stats or at least lower levels than in vanilla would be a natural result from my changes; encounter rate is now always as if smoke was active (on a rough test I got to average 30-35 steps instead of 15-20 before an encounter) and if you use smoke you should not see an encounter for 128 steps. And with LP and timed defense mechanic you should be able to get by with less levels overall.

I'd argue that Jean is only useless in early game but mid-to-end game he can destroy most undead with his angel spell and if you can spend the holy shaman his fusion's special can guarantee that random encounters end in 2 turns (charge then 999 damage to all and random mobs cap at 1000 HP) - bosses, yeah we probably got better.
From me he got Slice (physical attack and atk up on user), Dice (physical attack and def down on target) and Julienne (aoe physical, damage up for every target that has def down) as personal skills. That should keep him a bit more relevant.

Sten - errr, he exists to get you across certain gaps..
I gave him Trick Card (atk buff based on target's AGL, stacks with regular atk buff) and Sleight of Hand (regular physical aoe) in addition to his usual set of wind and fire spells.
Still not really a top contender to keep around longer than needed.

Katt can be a liability with her low HP and def, and now also LP; yes she can bring the pain but she can just as quickly hit the floor.
Spar's Seed form is rather meh; Spar has subpar STR (on average only Nina has worse gain per level) and the whips are weak as well, doubling that should roughly match Katt's regular attack power.
Plus you have to wait a turn before the attacks begin and with the endgame mobs that throw death spells around you don't want that. For the same delay you could have Jean in his knight form and just win then.

To complete the set of personal skills/spells I added so far to each:

Ryu:
he has his dragon forms (baby forms are not available, he gets the fire dragon instead in the first event) and now also warp (does that even count? well, noone else has to waste a spell slot on it)

Bow/Bosch:
Regeneration, mid strength aoe heal and gives +15 HP regen per turn

Katt/Lin:
Bait, target ally gains increased chance to be targeted (like Katt gains with Dare but lasts the whole battle) and gains chance for counterattack
Daring Strike, physical aoe with +25% atk that drops her def to 0 until end of turn

Rand:
First Aid, heal with +120 priority in execution order
Therapie, mid strength aoe heal and restores 5 condition
Stone Wall, target ally gains def up, agl down effects and until end of turn def = 511

Nina:
Open Wounds, deals more damage the lower % the target's HP are
Overcharge, target ally gains x2 atk until end of turn, can exceed the 511 cap

Spar/Aspara:
Recharge, spells that have been used this battle can be used again
Vanish, target ally becomes less likely to be targeted until end of battle (like Sten's skill but without def loss)
Bait, same as Katt

Deis:
Divine Grace, moon drop effect (aoe revive, 150 HP heal, status cure)
Word of Power, 100% stun no question asked (bosses auto recover after 1 turn, so you get exactly one free turn)

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Personal Projects / Re: Breath of Fire 2 - Defiance of Fate
« on: January 12, 2020, 06:19:33 am »
The difference is with SD3 I had good enough of an idea what to do to get to "1.0" that the end result would be satisfying.
Here?
1) I've no idea what to do with township, like 90% of the tenants are useless from the start (thief, riddlemaster) or after the next town (shops with low level gear) or are... plain dumb (+4 defense for a single battle).

2) I've no idea what to do with Deis; I took away her OP stat gains and made them only slightly above average. But since she can't use fusions there's little reason to use her over anyone else now.

3) With all the improved toughness of your team members I'd need to buff up monster but there's a limit of how far I can got; some monster already have about 400 atk but 511 is the hard cap.

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Personal Projects / Re: Breath of Fire 2 - Defiance of Fate
« on: January 10, 2020, 01:03:38 pm »
v0.2 (download above)
-added timed hits; this has no visual effect besides making damage numbers yellow or red (perfect timing) instead of white
-turn order is modified by the action used, e.g. item goes a bit sooner, spells vary depending on the exact spell used
-added 25 new skills/spells, made rest usable in battle as a small heal
-changed which spells are learned on level up, some are variable by equipped weapon type similar to how stat growth changes

9
Personal Projects / Breath of Fire 2 - Defiance of Fate (SNES)
« on: December 21, 2019, 02:29:00 pm »
Download v0.2

current ideas/motifs behind this project:
1) Each spell can be used once per battle but cost no AP (exception: dragon skills cost a fixed 3)
With some form of scaling damage/healing power this should make more spells relevant than the newest 2-3 out of a potential 32 spell slots you have per character.
Implementation is easy since one unique enemy skill can seal spells until end of battle, so the same mechanic can just be used.

2) LP replaces AP; this is kind of a secondary HP bar.
If taken HP damage exceeds 50% of remaining HP you additionally take some LP damage relative to the HP damage.
Fatal HP damage deals more LP damage; if at least 1 LP remains the death is avoided and some HP is recovered (this replaces the chance to survive fatal damage via guts stat).
Overall this should lower the risk of getting randomly one shot just from AI roulette choosing the right/wrong action while putting a limit to how long you can get by with just taking 90% damage hits and spamming full heals while ignoring (de)buffs.

3) The condition stat (tired/fine/great, measured on a 0-255 scale) gets a bit more involvement.
By default it only seems to go up (neither many battles, day/night changes nor death did decrease it in my tests) and it is mainly responsible for a massive crit rate (both weapon and spells) at the end.
Resting would now increase condition to 160 if it was below.
Taking damage would decrease it by 1, more if LP damage is taken.
Having a bad condition would reduce the received healing, at most -30%.

Not sure if any other events should influence condition tbh.

4) The whole shaman fusions feel a bit underdeveloped; half of them come only near the end of the game and besides stats and maybe changing the character's unique skill not much happens.
So once you unlock fusions at all you can already use all 6 shamans for fusion but until you find the real shaman the relevant stat bonus is halved, e.g. without earth shaman you'd only get +10% defense if the real bonus was +20%.
Additionally you receive a small bonus to damage dealt with attacks of the same type as a fused shaman (fire shaman boosts fire weapons and spells, dark shaman would apply that to non-elemental) and resist attacks of the element (non-elemental only -25%, other shaman -50%) but take 25% more damage from the weakness (fire shaman gives weakness to water/ice).

5) Stat growth is half fixed by character and half determined by the equipped weapon type.
To that end most weapons would be equippable by all and instead of sword/bow/etc. we'd work with weapon enhancement crystals or something.
E.g. a wind type weapon would give higher AGL growth but less defense and earth type would give more HP but lower AGL.

6) Bleu gets actual stat gains instead of reading from the random encounter table.

7) Permanently stat boosting items get axed; will probably replace them with some tomes that can teach spells.

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Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: December 19, 2019, 05:43:51 pm »
no, some are only gotten from bosses like Siren and Hiryuu Plant - you can try again on a NG+ playthrough though

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Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: December 05, 2019, 12:02:55 pm »
should still be the same issue, at least post fix I couldn't get either crash to appear anymore.
and in both cases a status related move is about to get used; internally the game first calculated the entire damage and status stuff and only afterwards starts to play animations that's why it seems to crash out of nowhere.
the different crash types (black vs garbled mess) should just be from the state the game was in before, background, loaded sprites.

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Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: December 04, 2019, 01:36:55 pm »
I found one issue which explains ~4 of the 6 bullet points: one function in the status effect handling is reached under certain conditions in the wrong 8/16 bit mode and then interprets a command as a reset...

!stomp vs garkimasra - did you happen to have a spellblade or weapon with status effect on?
had no luck on that one
[edit]or it is ofc because he counters >0 damage with moon flute (status as the issue above) and anything else you do doesn't manage to hurt him

library... didn't have the luck to get that crash on my end (I didn't try before fixing the status thing above) - so maybe that was the same, enemy decides to use a status effect with the conditions that cause a crash and then it crashes

[edit2]submitted v1.53 with the fix for that status crash bug

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Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: December 03, 2019, 12:04:22 pm »
how exactly are those crashes expressing themselves?
does the action just stop? does the screen get garbled with graphical mess? does the game just reset?
were they repeatable?
also make sure if you have applied the ips patch to the rom to not have both ips files in the folder, dunno about BSNES but some emulators apply the patches on the fly.

14
Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: November 22, 2019, 03:41:43 am »
list of bugs I currently know of:
-giant potion does what you described but giant mix is fine
-!throw does not respect cooldown
-using anything except for show or def. while hidden locks the game
-using toad status on a boss that has a escape script (e.g. gilgamesh) loops that escape dialog over and over until toad ends (escape is a spell, toad stops spells)

November 27, 2019, 01:23:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
next update (v1.52)
-nerfed !recover from target all to target one
-fixed !throw not being restricted by cooldown
-fixed after battle recovery setting HP to 0 if under the influence of giant potion
-corrected text in beginner house regarding run speed on the map
-fork tower (physical) no longer disables white/black/time/summon/blue/song spells
-fixed underflow in Minus Strike damage calculation
-if hidden and trying to use brv. !show is used instead to prevent a game lockup
-nerfed axe up property of crit up passive from [100..200]% damage to [100..150]% damage
-fixed bug in damage range of axes giving them > 2x the intended max power
-reduced the bonus rune weapons get from MAG to 1/4 its previous value
-increased atk of rune edge from 72 to 92
-certain enemies/bosses are now protected against polymorph effects and instead take damage when the status succeeds

15
Personal Projects / Re: Mega Man X6 Tweaks (v2.4)
« on: November 19, 2019, 08:19:12 am »
since it is an option to turn "increased defense" on for non-armored, would it be possible to make an option that turns that off for certain armors?

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Personal Projects / Re: Final Fantasy 5: Void Divergence [SNES]
« on: November 13, 2019, 05:25:06 pm »
Sadly yes. :-[
If it was save it would be included by default.
Well, I had it always on at one point and then managed to screw myself out of the 2nd set of jobs by saving in that room after beating the boss. Or losing access to the ship in a similar manner than you.

The only reason that patch exists at all is that some people asked for it after I removed it from the main patch.

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Personal Projects / Re: Mega Man X6 Tweaks (v2.3)
« on: November 13, 2019, 02:46:57 pm »
secret lab1 remove more spikes (no requirements) option does not work

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Personal Projects / Re: Mega Man X6 Tweaks (v2.2)
« on: November 10, 2019, 07:24:04 am »
changed from default settings:

general tweaks
rescuable reploids: infected by X: no change
incomplete armors, activated, display as complete armor
exit stage: always, everywhere
dialogues: all checked
shared character stats: both checked
rank uh unlocks ultimate armor and black zero
skip capcom video
skip opening video
disable demos
remember armor selection

player mechanics
air moves after air dash
disable dash by double tap
unlock X's air dash
guard shell bug fix
mid air stop duration minimum
x's saber (shadow) cancelable

balance
rank table
d 1,0,0
c 1,0,100
b 1,0,500
a 2,0,1000
sa 2,1,1500
ga 3,1,2000
pa 4,1,2500
uh 4,1,9999
nightmare origin 3000
gate reveal 6000
orbs always drop
do not revert into enemies
boss levels all lv4

localization
retranslation
voice clip for charge shot and low health
all other custom A, except ultiamte armor custom B

stages
amazon area extend ceiling
recycle lab extend by 2 tiles
secret lab 1 remove more spikes
secret lab 2-2 add platform
recycle lab/secret lab 2-2: disable ceiling movement

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Personal Projects / Re: Mega Man X6 Tweaks (v2.2)
« on: November 10, 2019, 06:20:07 am »
Philosophie aside, if a checkbox is not meant to be used it just shouldn't be there.

Also another bug:
the gate stages don't show up; beat all 8 investigators, have 9999 souls, alternate route always gives nightmare zero no matter how often I beat him, no final stage selectable.
I get the gate cutscene every time I exit from a stage but nothing shows up.
No idea which checkbox could be relevant this time.

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Personal Projects / Re: Mega Man X6 Tweaks (v2.2)
« on: November 09, 2019, 02:58:12 pm »
When I try to use "no stop" mid-air stop duration for blade armor I get a crash with
unknown opcode 00000001 at 8007C7DC when I try to air dash in said armor.
Minimum or normal duration doesn't have that problem.

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