11 March 2016 - Forum Rules
Started by redmagejoe, December 10, 2019, 03:09:14 AM
Quote from: redmagejoe on May 24, 2020, 02:47:54 PMEDIT: Actually, on further research, it seems that when entering Fynn Castle, it ALWAYS spits you out on the right tile, even though it has 2 tiles you can enter through. So maybe there are specific coordinates in data rather than stored in RAM.
Quote from: Jiggers on May 23, 2020, 02:47:28 PMSounds like it would be simpler to move the exit teleport coordinates one tile down! If that's possible. But I also have no idea what the Tower of Magi is or how you enter it with an animation...
Quote from: redmagejoe on May 24, 2020, 02:47:54 PMAs for Holy Lance, is it inherently different from Rune Axe (Fog), Masamune (Haste), or other items of that nature?
Quote from: redmagejoe on May 24, 2020, 02:47:54 PMOn that note, I'm curious: Do spells cast off of items affect the combat counters? I'm assuming not, and that they don't count as using White or Black Magic.
Quote from: redmagejoe on May 24, 2020, 02:47:54 PMToad... [...]
Quote from: redmagejoe on May 24, 2020, 08:55:26 PMCurious bug I've run into on the Restored version, at least.
Quote from: abw on May 24, 2020, 11:17:50 PMTheoretically appending a new row of spell data and updating the Holy Lance's index to use it should be enough to take care of that problem, but after giving it a quick try just now, I get crashes at the end of a battle, so probably I'm still missing a label somewhere in bank C or something.
Quote from: redmagejoe on May 24, 2020, 11:23:33 PMAre you maintaining the bug fixes txt, or should I update that? I just realized I've deleted a few more items from our bugs list without copying them down, so I might need to do a bit of re-reading through this thread...
Quote from: redmagejoe on May 24, 2020, 11:23:33 PMDo Mini characters also always Miss like with Toad, or do they only have spell successes set to 0? Considering series convention (Toad and Mini have their first incarnation in this game, I believe), Toads and Minis should still be able to use items, and Mini usually hits for 1 even if it doesn't Miss. I don't think it demands any changes, I'm just looking for clarity on what differentiates Toad from Mini on players. I'm assuming currently Toad can do nothing but use potions or items that don't invoke spells, or maybe Flee (unless this is affected), while Mini can do nothing but attack for low damage (unless they Miss?), flee, or use potions or items that don't invoke spells. And I'm guessing a full Mini party doesn't also result in a Game Over, but again, I haven't tested this.
QuoteIncreases to a character's base stats would not be reflected in their calculated stats until the start of the next battle or an attempt to change the character's equipment. Calculated stats are now automatically updated at the end every battle.
Quote from: abw on May 26, 2020, 04:07:51 PMI'm not sure about Flee off the top of my head, but since Mini is a temporary ailment, it shouldn't cause a Game Over.
QuoteWIP The logic for determining whether a monster will run or not calculates (total party HP - total monster HP) >> 5, but then ignores the high byte of the result and the possible carry from adding the monster's fear level.
Quote from: abw on May 26, 2020, 04:07:51 PMI also pumped it up to Holy 16 to make it slightly less underwhelming, but its damage still falls far short of Thunderbolt 16 from the Thunder Lance due to Thunderbolt's +5 base damage and +50% success rate compared to Holy.
Quote from: abw on May 26, 2020, 04:07:51 PMI'm not sure about Flee off the top of my head
Quote from: redmagejoe on May 26, 2020, 04:11:12 PMI'm in the process of updating the new bug fix txt, which I'll happily maintain, but I'll update things soon. The Holy 8 -> Holy 16 is only for Restored, right? I think just making it not break in Bug Fix is sufficient, but I agree that it's pretty underwhelming at the point you get it so that's a solid change for Restored.
Quote from: redmagejoe on May 26, 2020, 04:11:12 PMAlso I know this may sound silly, but I was looking at the Magic menu, and there's easily one tile of space beside each spell's experience to put a % in it, isn't there? I'm guessing that would be something I'd have to apply in the translation as well since I'm pretty sure that interface is handled at least partially in the Misc 2 bank of script.
Quote from: redmagejoe on May 26, 2020, 04:11:12 PMDoes the refresh actually run at the end of every battle, or only when stat calculations have occurred? I want to be accurate in my notes.
Quote from: redmagejoe on May 26, 2020, 04:11:12 PMAhhh, that's the difference. So Mini is like the Basuna version of Toad, then. I agree with your assessment of that newly discovered quirk, that the 0 defense resists probably don't matter since you'll never hit with physical attacks anyway. As I'm updating the bug fix txt, I'm curious if those NEW+FIXED bugs apply only to Toad, or also to Mini? Can it be assumed that it did, since the logic behind the code likely assumed neither of them could succeed at casting anything?
Quote from: redmagejoe on May 26, 2020, 04:11:12 PMI've been curious about this for a while. This is (arithmetic?) right shift 5 on the difference and then ignoring high byte and carry, but in practice what does this mean for its current behavior? In our current version of the game (where monsters run way more frequently compared to it almost never happening in vanilla), are the monsters running more often, less often? Or is the high byte issue essentially resulting in unpredictable results so that it could be either or? Through tentative testing, it seems like the issue is that enemies aren't running away ENOUGH, but it seems ludicrous to me that enemies would run away more than they do in the Jade Passage, for example, where my party has between 2720 and 3450 HP (minus Leon who's at 1290). Even with that HP, there's plenty of enemies who could still do serious damage to my party based on gear.
Quote from: abw on May 26, 2020, 09:04:50 PMHmm, I actually did it for both, but you're right, Bug Fix should keep the level at 8. Fun fact: the game appears to be perfectly happy letting you cast spells with levels over 16 from items, and even Holy 99 as an item doesn't do as much damage as Thunderbolt 16 to a target weak against thunder .
Quote from: abw on May 26, 2020, 09:04:50 PMYou could do that either in the menu layout string (follow the pointer at 0x2845C) or in the code for printing skill level + "-" + skill experience at $0E:$898D.
Quote from: abw on May 26, 2020, 09:04:50 PMIt runs after the end of each character's level up code regardless of whether the character gained any stats or not; we could have saved (lots of) cycles by only running it inside the level up code, but it was more convenient to locate the code after updating the NMI handler since we were running into timing issues.
Quote from: abw on May 26, 2020, 09:04:50 PMOh, I forgot to mention this: the original code with its overflow errors effectively capped a monster's chance to run at 85% (= 255 - 170), and since monsters were running too often with the overflow errors fixed, I added a cap at 85%. But yeah, if your party has somewhere around 10000 HP and is facing a monster party with around 2000 HP, then (10000 - 2000) / 32 = 250; assuming you're fighting one of the monsters with a Fear level of 4, that gives it a 250 + 4 - 170 = 84% chance of running. That calculation didn't involve any overflow, so you should be seeing the same thing with an unaltered ROM. If the difference between your HP and the enemy HP was at least 8192, though, 8192 / 32 = 256, but the game didn't check the high byte of the result, so it would treat $100 as $00. Conversely, if you were fighting one of the monsters with a Fear level of 9, 250 + 9 = $103, but the game didn't check for overflow, so it would calculate 3 - 170, see that the result was negative, and set the monster's chance to flee to 0%.
Quote from: redmagejoe on May 26, 2020, 09:25:48 PMI'm sure there's probably something in the existing code that more or less caps out how many attempts are calculated, even if it does "print" 99. Otherwise without considering weird overflow/underflow bugs, I can't imagine that outcome being feasible.
Quote from: redmagejoe on May 26, 2020, 09:25:48 PMI'm just trying to wrap my head around its current as I understand the before
Quote from: redmagejoe on May 27, 2020, 11:35:35 AMThe 5-tile names worked fine for <10 because it wouldn't "push" into that extra space, as far as I could tell.
Quote from: abw on May 27, 2020, 07:27:48 PMI'm pretty sure this is false. If I cast e.g. Scrge 3, only the 5 tiles for Scrge + 1 tile for the space separating name from level + 1 tile for the space replacing the tens digit of the spell level are displayed, with the ones digit of the spell level getting pushed outside the box. You can follow through the code at $0C:$ACF3 if you want to see exactly what it's doing.
Quote from: redmagejoe on May 27, 2020, 07:40:10 PMYou can see here in the LPer's pre-v2.1 ROM the spell levels for Blizzard and Thunder displaying just fine, with both using "d " and "r " squished tile sprites.
Quote from: redmagejoe on May 27, 2020, 07:40:10 PMUhhhhhhh... I think I found a bug in Restored, don't know if it's also in Bug Fix. By pure chance I discovered I could "use" Cat Claws, which left me scratching my head as I looked everywhere and found no indication it cast anything. I just now finally watched what it cast... Haste 66... on Emperor... who isn't even in the battle. I'm pretty sure that's incorrect. AND IT BROKE! Time to reload a save...
Quote from: nosynose on May 28, 2020, 11:34:12 AMredmagejoe, I hope this is also the place to report on Chaos Rush's FF2 Retranslation that you maintain.
Quote from: nosynose on May 28, 2020, 11:34:12 AMUnder FCEU 0.98.12 (yeah, a very old emulator), v2.2 & v2.2a just give blank screen after you name your 4 characters, while all previous versions (v2.1-) proceed normally (I also applied B Button Dash to them if available). So I don't know what's wrong here.
Quote from: redmagejoe on May 28, 2020, 11:15:00 AMWhat was the level of Holy Lance's spell between the two versions? 8 and 16? I think I'll add a note about the level buff to our Restored improvements list.
Quote from: redmagejoe on May 28, 2020, 11:36:48 AMI just encountered my first Iron Giant, and after prepping my party up on my Preemptive Strike with buffs and gearing up for an epic battle, he ran away...
Quote from: redmagejoe on May 28, 2020, 02:04:45 PMAccording to Patch Checker, my new version is compatible not only with Bug Fix, but also Restored (though why would you combine these patches) from records comparison alone. At first glance I would assume that to mean only that there's no overlap in bytes being modified, but I'm skeptical. I'm guessing that abw simply found a cleaner way to implement the B Button Dash in Restored, and I was remiss in trying to use that as the basis for a standalone.
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