11 March 2016 - Forum Rules
Started by redmagejoe, December 10, 2019, 03:09:14 AM
Quote from: ScarabEnigma on January 05, 2022, 03:57:29 PMPardon me. But I was thinking about finally giving out the bugfix patch a try but the specifications as to how to apply the patch are confusing. do you apply the patch onto a base jp or chaos rush patched rom? or can you do demi force version via patching that onto jp rom that got the bugfix patch? I cannot tell what its saying clearly
Quote from: ScarabEnigma on February 05, 2022, 10:08:11 PMI don't have a link, but its possible to see for yourself in game by equipping a tome to a character's belt slot then switching it into either hand midbattle, and select ff2 speedruns that simply break the game into pieces with all its manners of glitches without care use the tome glitch to do huge damage.
Quote from: ScarabEnigma on February 20, 2022, 08:24:40 PMIn game testing shows the stats are just fine, but its likely that yes the changes from bugfix/restored have messed up the visuals. There's no other reliable means for me to edit the most impactful aspects without use of Jade, I'm not versed enough in direct hex editing. and considering jade is the one ff2 editor currently that dramatically can alter gameplay, it kinda complicates things unless i can confirm patching a already modified rom works, but my only modified rom is also demiforce which bugfix doesn't state should be patched to. Rather confused on this situation...
Quote from: abw on February 21, 2022, 08:37:42 PMAh, I see. A little bit of digging led to a 2010 post from our friend TaoTao (https://tasvideos.org/Forum/Posts/247067; there's some other good reading on that page too). Unlike the out-of-battle menu, the in-battle menu code for swapping items doesn't check for item ID >= #$70, which allows you to swap tomes in; this carries through to the code for updating your weapon type, which ends up reading non-weapon data, and then to the code for updating your skill counters after battle, which ends up writing to totally wrong addresses, leading to some impressive bugs that can even corrupt your saved games. Sounds a bit like Relm's Sketch glitch from FFVI, no?
Quote from: abw on February 21, 2022, 08:37:42 PMI've also never used Jade. Is it configurable in any way? The fix for Holy Lances being consumable items involved adding a new spell (a non-consumable version of the Holy tome), so all the monster data is shifted by 7 bytes to make room for that, which would mess up hardcoded addresses in Jade. That fix could be implemented in code rather than data, which possibly would make Jade happy again (or not - the Restored patches change a lot of addresses), but again, that would take more time than I have available these days .
Quote from: ScarabEnigma on February 22, 2022, 01:04:08 AMWait, you outright created a new spell slot for holy casted by holy lance?
Quote from: abw on March 17, 2022, 02:14:49 PMHowever, there are 2 unused spell effects (for key item #$0F ？？？？ and Cottages), so I've pushed updated Bug Fix and Restored patches that steal the Cottage spell slot to use for unbreakable Holy, which should make Jade happy again (or at least happier).
Quote from: jrt05 on April 23, 2022, 09:13:47 AMAlso, fights that only last 1 round, usually only 1 or 2 characters gets a combat skill. Because of the already grindy nature of the game, and the difficulty of raising defense (especially evasion), and how important evasion is, I think it would have been better to keep the "get credit for stuff that never happened" bug, especially since you can't exploit it in any meaningful way.Anyways, thanks for the hack.
Quote from: AwesomeHairo on April 23, 2022, 08:41:08 PMSo there shouldn't be any difficulty raising Evasion if you do the "equip dual shields and wait for monsters to run" method at the beginning. My Agility, thus my Evasion, has improved and the game felt fair until I reach Deist Cave.
Quote from: jrt05 on April 23, 2022, 10:27:17 PMWhat method is this? I just equip 2 shields, then use attack like normal? And slowly kill them that way?
Quote from: ScarabEnigma on March 17, 2022, 07:53:35 PMErrr... my apologies, but wouldn't it be better to use what I had mentioned for the unbreakable holy bit?
Quote from: flamefury on April 05, 2022, 11:23:32 AMHey guys FYI the PSP version of Ultima was cracked and explained in detail here:
Quote from: AwesomeHairo on April 21, 2022, 07:12:45 PMI'm almost done playtesting my localised translation and I've noticed this regarding the gil amount: [...] But is this a known issue?
Quote from: jrt05 on April 23, 2022, 09:13:47 AMHello, I just wanted to give some feedback on this hack.1. I really like what you did. You fixed a ton of things that needed to be fixed.
Quote from: jrt05 on April 23, 2022, 09:13:47 AM2. You made this game more grindy while fixing the select/cancel bug.I am playing a no-exploit run. That means no select/cancel, no attacking my own party, no using sap, etc. Its really good that you fixed the RNG, I've been charting how many times my characters get attacked, it's fairly even.The majority of fights last 1-2 rounds. During those fights, the enemies rarely attack me, since they are dead, or in the back row. This means my characters defenses are extremely slow ty raise. This is because of the fix in "The same logic also leads to the less famous 'get credit for stuff that never happened' bug".Also, fights that only last 1 round, usually only 1 or 2 characters gets a combat skill. Because of the already grindy nature of the game, and the difficulty of raising defense (especially evasion), and how important evasion is, I think it would have been better to keep the "get credit for stuff that never happened" bug, especially since you can't exploit it in any meaningful way.
Quote from: AwesomeHairo on April 24, 2022, 11:46:27 AMPretty much due to still being able to damage the monster with two shields somehow with a critical hit haha.
Quote from: abw on April 24, 2022, 03:38:46 PMNice! That damage formula seems even more OP than what we're currently using, which is already pretty strong for a reasonably-levelled character. The PSP version is easier overall right? If so, I'm not sure whether we should update the NES formula to match the PSP's or not.
Quote from: abw on May 16, 2021, 04:38:53 PMThis we knew about, though we're not sure what the damage formula is in the remakes. For this project, Ultima currently works mostly like a normal unresistable spell but its base spell power is 25 + the sum of all of the caster's skill levels (counting from 0); whether that's too powerful or not is still undecided.
Quote from: AwesomeHairo on April 27, 2022, 05:23:58 PMIf you guys want some more data to decide what to do with Ultima, I can share how much damage Flare and Ultima has done from my characters.Starting with Maria, with her 53 Intellect and Level 3 Flare, she does around 170 to 225 damage on enemies in Semitt Falls (where the weakest enemies can be found after the Cyclone).Firion has 2 out of the 8 Weapon Skills (Sword and Shield) at Level 8. He has Cure 11, Esuna 6, Teleport 7, Raise 6, and Blink 6. Ultima itself is 3. The damage it makes in the same location is from around 320 to 425.
Quote from: flamefury on April 27, 2022, 12:54:50 AMHad to do some digging to find the formula you were using, this is the one right?
Quote from: flamefury on April 27, 2022, 12:54:50 AMAs I understood magic damage, it does a guaranteed number of hits equal to its level, plus an additional number of missable hits equal to its level, so I made a row for 32 hits (Ultima Lv16, no hits missing) in case that was how it was done for Restored (though looking at it now, I'm guessing that's not what you did, seems way overpowered haha).
Quote from: Pokecoder on April 29, 2022, 03:47:56 AMAre you planning to do anything about the ability to switch weapons mid-battle in order to level up different weapons? This is quite abusable if you start with shields and then switch to another weapon like swords after attacking a few times with the shields, as the game will apply all shield weapon exp to the swords at the end of battle.
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