Fairy Water
dd74/77 : A9 FE 85 DB > 4C xx xx EA
MP restore and Repel
A5 C6 18 69 xx 18 85 C6 A9 FE 85 DB 4C 68 DD
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Dragons Scale
f10e/1b : A5 CF 29 10 F0 07 A5 CD 18 69 xx 85 CD 60
Fighters Ring, Dragon's Scale, Cursed Belt, Death Necklace
A5 CF 29 20 F0 07 A5 CC 18 69 xx 85 CC-------------------- Fighters Ring - Attack
A5 CF 29 10 F0 07 A5 CD 18 69 xx 85 CD-------------------- Dragon's Scale - Defense
A5 CF 29 40 F0 07 A5 CA 18 69 xx 85 CA-------------------- Cursed Belt - Max HP
A5 CF 29 80 F0 07 A5 CB 18 69 xx 85 CB 60----------------- Death Necklace - Max MP
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Hurt resistance
ec46/64 :
A5 BE 29 1C C9 1C F0 04 C9 18 D0 10 A5 00 85 3C A9 xx 85 3E 20 F0 C1 A5 3C 0A 85 00 4C 20 ED >
A5 BE 29 1C C9 1C 4C xx xx A5 00 85 3C A9 xx 85 3E 20 F0 C1 A5 3C 0A 0A 0A EA 85 00 4C 20 ED ------------------- Erdricks Armor
A9 xx is your dividing #
This patch changes the multiplying # from 2 to 8. This gives more range for the dividing number.
EC5C/5F : 0A 0A 0A 0A - use EA on any of those to change the multiplier to 2, 4, or 8.
With this we have resistance options for
F0 2A C9 18 F0 1A C9 14 F0 0D C9 10 D0 1B
A5 00 85 3C A9 xx 4C 45 EC----------------------------- Half Plate
A5 00 85 3C A9 xx 4C 45 EC ---------------------------- Full Plate
A5 00 85 3C A9 xx 4C 45 EC ---------------------------- Magic Armor
4C 52 EC 4C 3F EC
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Fire resistance
ed0c/23 :
A5 BE 29 1C C9 1C D0 10 A5 00 85 3C A9 xx 85 3E 20 F0 C1 A5 3C 0A 85 00 >
A5 BE 4C 54 FF A5 00 85 3C A9 xx 85 3E 20 F0 C1 A5 3C 0A 0A 0A EA 85 00 -------------------- Erdricks Armor
ED1E/21 : 0A 0A 0A 0A
29 1C C9 1C F0 27 C9 18 F0 1A C9 14 F0 0D C9 10 D0 1E
A5 00 85 3C A9 xx 4C 07 ED ---------------------------------------- Half Plate
A5 00 85 3C A9 xx 4C 07 ED ---------------------------------------- Full Plate
A5 00 85 3C A9 xx 4C 07 ED ---------------------------------------- Magic Armor
4C 01 ED 4C 14 ED
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Stopspell resist added to Magic Armor
ec80/95 :
A5 BE 29 1C C9 1C F0 16 20 5B C5 A5 95 4A 90 0E A5 DF 09 10 85 DF
A5 BE 29 1C 4C xx xx EA 20 5B C5 A5 95 4A 90 0E A5 DF 09 10 85 DF
C9 1C F0 04 C9 18 D0 03 4C 8E EC 4C 78 EC
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Sleep resist for both Erdricks and Magic Armor
eca6/b5 :
20 EE EB A5 DF 09 80 85 DF 20 C5 C7 06 4C DE E5
4c xx xx A5 DF 09 80 85 DF 20 C5 C7 06 4C DE E5
20 EE EB A5 BE 29 1C C9 1C F0 04 C9 18 D0 03 4C 8E EC 4C 99 EC
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Where does all this space come from?
Remove name generator for stats
F095/97 : 4C CD F0 - make this jump and then nop the following
F098/dc - 69
F11C/42 - 40
There is more space at
FF64/83 - 32
FF8d/9d - 17
There are 4 variables for running from enemies. Lower this to 3 with
EEB1/B2 : 90 07 > 90 1D
EEBA/CF - 22 - nop this for more space
And this one is proving tricky.
Eliminating the lower encounter rate for zone 00. This whole routine runs from CDD6/CF83. I have had close results on a few tries, but still trying to figure what can be eliminated. CED1/CEE7 is part of it, but the JMP is inconclusive. 20 to 30 free space here is likely.
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Code space required - 188 (dec), and a few jumps as well
Not including zone 00 encounters, there is 180 free space
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If there is a way to bank switch from C010/1000F to 8010/C00F, then there is about 240 available space at BEFB/BFE6 . If someone can help me figure this out, then I can create more new code as well. If it is possible, then I would like to add a holding amount for Fairy Water. Adding more spiked square battles besides the two, is another thought.
Once I get all this code stuff done and finalize the document for it, then I will likely start a mod. I already have the idea for mountain cave to go south of Kol, and swamp cave to go east of Cantlin. Garins Grave will go north of Cantlin. Everything else is yet to be concluded. It will be similar to DQ3's Alafgard, and with some of DQ2's difficulty.
Im back into the hacking mood, and with 90%+ of the code I am looking for, hopefully I keep with it this time
