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Author Topic: Lufia-Patches by Artemis  (Read 63748 times)

Artemis

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Re: Lufia-Patches by Artemis
« Reply #240 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
« Last Edit: December 13, 2016, 06:15:39 pm by Artemis »

vivify93

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Re: Lufia-Patches by Artemis
« Reply #241 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.
All my life I've tried to fight what history has given me.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #242 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

That fixes it - hopefully. I'll properly test it these days. The fun of having to fight against these monsters - multiple times... Yay...

Sierrus

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Re: Lufia-Patches by Artemis
« Reply #243 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?

Artemis

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Re: Lufia-Patches by Artemis
« Reply #244 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...

Sierrus

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Re: Lufia-Patches by Artemis
« Reply #245 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

Artemis

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Re: Lufia-Patches by Artemis
« Reply #246 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

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. :)

Sierrus

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Re: Lufia-Patches by Artemis
« Reply #247 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

Artemis

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Re: Lufia-Patches by Artemis
« Reply #248 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?

Sierrus

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Re: Lufia-Patches by Artemis
« Reply #249 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #250 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

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?

Sierrus

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Re: Lufia-Patches by Artemis
« Reply #251 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

Artemis

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Re: Lufia-Patches by Artemis
« Reply #252 on: December 19, 2016, 07:26:50 pm »
Then look at around 5:40. Why is this 5k instead of 7k in that case?

Sierrus

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Re: Lufia-Patches by Artemis
« Reply #253 on: December 20, 2016, 02:58:08 pm »
There you ask the wrong guy :(

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #254 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #255 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?

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #256 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #257 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.)

rainponcho

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Re: Lufia-Patches by Artemis
« Reply #258 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.

Artemis

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Re: Lufia-Patches by Artemis
« Reply #259 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?
« Last Edit: December 21, 2016, 10:40:58 am by Artemis »