11 March 2016 - Forum Rules
Started by redmagejoe, December 10, 2019, 03:09:14 AM
Quote from: Chicken Knife on May 01, 2021, 05:07:05 AMHere's a dialogue bit I'm almost certain is incorrect. After rescuing Hilda and blowing up the Dreadnought, you return to Altair, and the king passes away after telling you about Ultima and the Dragoons of Deist. Afterwards, all the denizens of HQ are lamenting the death of the king, but when you visit Hilda, she says this:I'm certain this is grabbing the wrong text. Why would she be laughing?
Quote from: Topaz Light on April 28, 2021, 07:28:09 PMWhat I'm hoping to change is the "base growth barrier for type of skill" constants here. Where are those located in the ROM, and which values correspond to which skill type?
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMhowever if the dual wield bug were fixed based on how it functions in later versions, then it'd be possible to achieve more than 255 attack via dual wielding, which should apply both attack values together.
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMweapon type doesn't determine two handed required, rather some other thing does
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMEvasion percent for physical or magical can exceed 99% [...] and of course overflow can occur
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMmultiple pieces of equipment that increase the same stat by 10 cannot stack cumulatively. - its also possible for stat boost via equipment to enable a stat to exceed 99 in value
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMthe reason why the black tiles at the bottom left corner of screen don't flash
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMa black background much more suited for portrait depictions
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMWhy is it that the chocobo in chocobo's forest appears and disappears and only is facing frontward while doing a side walk?
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMwhen hitting a elemental weakness, the spell automatically hits target [...]
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMEven if enemy has 0 morale stat (the stat that affects chances of running away), high enough party hp will still cause them flee
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMthe damage formula for Tnad, Wave, and Quak is same as standard, except it ignores enemy magic defense and elemental resistance, although absorb still works.
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMI read there is consideration to demake the later port bgms
Quote from: ScarabEnigma on April 29, 2021, 03:51:20 PMWell, that's all that comes to mind once again. not sure if ill have anything else worth mentioning for the time being.
Quote from: Chicken Knife on May 01, 2021, 05:07:05 AMI'm certain this is grabbing the wrong text. Why would she be laughing?
Quote from: redmagejoe on May 01, 2021, 01:07:35 PMI can see if space can be created in a bank to make room for petrified, but I wouldn't hold out hope.
Quote from: abw on May 01, 2021, 03:10:32 PMThe code for post-battle growth starts around $05:$A546 (0x016556) in an unmodified ROM; the base growth amounts are at $05:$AC35 - $05:$AC38 and correspond to weapons, spells, Evasion, and Magic Resist in that order. The base growth barrier is 10 (#$0A) for each skill type, so (base growth amount for type of skill) - (base growth barrier for type of skill) works out to 0 for weapons, +2 for spells, -3 for Evasion, and +4 for Magic Resist.
QuoteIf you're really curious, the Japanese for that line is "うふふ......".
Quote from: Chicken Knife on May 02, 2021, 06:17:16 AMThanks for the Japanese here, abw. I've ran this by my Japanese speaking translation partner. This is specifically a creepy, naughty, evil kind of laugh. "Hahaha..." on the other hand is a more general type, although the ellipses do give it a hint of foreboding. We would have gone with something like "Heh heh heh..." just to make the sinister aspect clearer.
Quote from: redmagejoe on May 01, 2021, 03:16:02 PM@abw: Having played the ports, I can tell you that dual wielding in the remakes involve the convention seen in some of SNES games with dual-wielding, with an animation for the main hand attack (up to 16 hits) and then another animation for the off hand (up to 16 hits), with damage numbers displayed separately. It sounds like what you found in the code leans towards that behavior even this far back, so perhaps some day that could be realized via Restored.
Quote from: Topaz Light on May 01, 2021, 09:15:52 PMThanks, I think I've found it!Is it the "0A 0C 07 0E" from 0x00016C45 to 0x00016C48? I'll admit that my knowledge of larger-scale hex notation is a bit lacking, since I've mostly used HxD which just displays the raw offset.
Quote from: Chicken Knife on May 02, 2021, 06:17:16 AMThanks for the Japanese here, abw.
Quote from: Chicken Knife on May 02, 2021, 06:17:16 AMI'm about halfway through the game at this point. The only real grinding I've done has been for MP, mostly for my black mage to be able to get through dungeons without having to attack and lower her INT.
Quote from: Chicken Knife on May 02, 2021, 06:17:16 AMThe passive growth on both weapons and magic feels absolutely perfect on a standard playthrough, and it makes me enjoy the game for the first time in my life.
Quote from: Chicken Knife on May 02, 2021, 06:17:16 AMI'm getting into the stretch where statuses on enemy attacks get really brutal. It's completely out of hand at times, but old school is old school. I'm not sure I'd want it changed.
Quote from: Chicken Knife on May 02, 2021, 06:17:16 AMMy only real annoyance continues to be feeling compelled to cure statuses before battles conclude in order to get my growth.
Quote from: Chicken Knife on May 02, 2021, 06:17:16 AMAlso, something seems up with the behavior of "confuse". If it effects a character after they attack in a round, I'm seeing it wear off before the character's next turn. It should be effecting them at least one action, right?
Quote from: Chaos Rush on May 02, 2021, 08:29:48 AMtldr;-I went with "Hahaha" rather than "Tee hee" because [ha] was in the DTE table so it would've saved space and every byte I could save made a huge difference.
Quote from: abw on May 02, 2021, 05:10:29 PMHmm, I was thinking of just displaying the combined number of hits and damage, but it's interesting that later versions display each weapon's impact separately. The original game already displays animations for both weapons, so that helps. Do you know whether both weapons can inflict status effects and how those are displayed?
Quote from: ScarabEnigma on May 03, 2021, 12:36:03 AMI also wonder if there's any plans to adjust the damage formula for hp/mp drain from 1/16th of target max hp/mp into something a lot less busted.
Quote from: redmagejoe on May 06, 2021, 01:32:48 AM@abw: I pulled up the old PPSSPP again and rushed on a new game to Poft.
Quote from: abw on May 06, 2021, 10:36:54 PMI don't mind this so much on enemy attacks given the comparatively low number of successful hits enemies can make, but I agree that having this effect on the Blood sword is a balance problem, especially if you're abusing both Blood swords at once. I haven't really considered what I'd like to replace the effect with, though... maybe limit it to 1/16 per attack instead of 1/16 per hit?
Quote from: abw on May 06, 2021, 10:36:54 PMFor dual-wielding, I'm thinking the visible effects should be:character does the existing 1-/2-hand attack animation# of hits, damage, and special effects from primary hand are displayed# of hits, damage, and special effects from secondary hand are displayed only if the secondary hand holds a weaponmonster dies (including death animation and message) if current HP <= 0with the internal calculations happening in the same order (this is important since any hand's attacks could end up healing the enemy). The secondary hand would not make an attack if it is empty or holds a shield.
Quote from: abw on May 06, 2021, 10:36:54 PMWhat do we know about the behaviour of buffs and debuffs in the remakes? Do Aura/Berserk/Blind/Curse/Haste/Slow apply equally to both weapons? If yes, then we're looking at a maximum attack damage output of 64 hits at a power of 275, which comes out to a total of 52,800 damage.
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