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Author Topic: Lufia-Patches by Artemis  (Read 63903 times)

Artemis

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Re: Lufia-Patches by Artemis
« Reply #220 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.

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #221 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #222 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

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.)
« Last Edit: November 16, 2016, 11:38:47 pm by Artemis »

vivify93

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Re: Lufia-Patches by Artemis
« Reply #223 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
All my life I've tried to fight what history has given me.

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #224 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #225 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.

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #226 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #227 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.
« Last Edit: November 20, 2016, 11:10:50 pm by Artemis »

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #228 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #229 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.
« Last Edit: November 21, 2016, 05:52:21 pm by Artemis »

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #230 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
« Last Edit: November 23, 2016, 03:45:13 pm by rainponcho »

Artemis

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Re: Lufia-Patches by Artemis
« Reply #231 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)?
« Last Edit: November 23, 2016, 08:35:38 am by Artemis »

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #232 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.
« Last Edit: November 24, 2016, 01:03:01 pm by rainponcho »

Artemis

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Re: Lufia-Patches by Artemis
« Reply #233 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.
« Last Edit: November 24, 2016, 08:53:10 pm by Artemis »

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #234 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #235 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?
« Last Edit: November 26, 2016, 05:42:49 am by Artemis »

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #236 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #237 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?
« Last Edit: November 26, 2016, 11:20:01 am by Artemis »

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #238 on: November 26, 2016, 05:37:12 pm »
I'm playing Spekkio (retry mode) but trying to low-level power my way through.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #239 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

Otherwise aside from stuff in readmes nothing has changed.
« Last Edit: November 28, 2016, 05:38:18 am by Artemis »