Original title:
A thread about documenting peculiar findings in Lufia: The Ruins of LoreI really don't have a better and more straightforward name for this project of mine. This all started with me just wanting to rip the game's monster sprites, since The Spriters Resource has no such rips yet. Then this evolved into me just trying to document a bunch of things about the game, trying to see how things work. I've come to find a couple of very interesting things!
I've been keeping track of things in a text file, which started out as merely a bestiary template, then got expanded with other things. I'll just put the non-template part of the file below.
EWRAM 02038E7C = Received EXP at the end of battle (4 bytes)
EWRAM 02038E80 = Received Gold at the end of battle (4 bytes)
EWRAM 0203D1E0 = Eldin's current EXP (4 bytes)
EWRAM 0203D1E4 = Eldin's EXP until next level (4 bytes)
EWRAM 0203D20C = Eldin's current JP (4 bytes)
EWRAM 02032CA0 = Text is written on the status screen in here?
EWRAM 0203D5C6 = DM 1's JP level
EXP formula: Each enemy gives out individual EXP. At the end of battle, the accumulated EXP is summed together, then extra EXP is added at the end, equivalent to accumulated EXP/5. Doesn't apply to bosses.
EWRAM 02037E20 = Enemy 1's stats
EWRAM 02037B90 = Enemy 2's stats
EWRAM 02037CD8 = Enemy 3's stats
EWRAM 02037F68 = Enemy 4's stats
006D7490 and below = Enemy stat compendium
HP | AP | ATK | DEF | AGL | INT | MGR | Family | Type |
Family (1 byte) Type (1 byte)
00 = Bird 00 = None
01 = Beast 01 = Fire
02 = Bug 02 = Water
03 = Sea 03 = Wind
04 = Dragon 04 = Earth
05 = Demon 05 = Light
06 = Holy 06 = Dark
07 = Plant
08 = Object
A couple of fun miscellaneous things I found out about this game. Some confirmation for these would be nice:
-The game has a very extensive debug mode, much more in-depth than the Lufia II one. It was thanks to it that I was able to kickstart my sprite ripping project.
-Dekar has unused swimming and sleeping sprites, the former implying he was supposed to be switchable into at some point.
-I think all party members have an alternate attack animation that's not used? It generally looks like a dash attack, from what I've seen, I need to investigate this more. Maybe I just haven't experimented enough with Skills to determine if they're actually unused or not.
-The attack animation for Dobens and Hellhounds seemingly don't play in full in-game, but play in full when viewed through debug mode. Their tails shoot like a gun, Hellhounds shooting twice.
-Jellies and Neo Jellies have unused animations. The former have one that's of them teleporting, I think? Their sprite becomes blank at the end of it. Neo Jellies split into smaller ones, resembling golden versions of the regular Jellies.
-Gratze Soldiers and Commanders have back sprites, which are fully animated as well, implying you were supposed to be able to capture them! Maybe the thought of capturing other humans was considered too morbid during development.
-There are technically Job Points in the game, both for party members and Disc Monsters, silently awarded at the end of battle, but they're never actually visibly shown.
-All bosses and the aforementioned Gratze Soldiers/Commanders have their own monster compendium entry! Their stats are stored right below their entries, and the bosses in particular tend to have unique descriptions that are never seen in-game, meaning at some point the monster compendium worked in a completely different way! In its current form, it only shows descriptions of captured monsters, of which there are 198 IIRC. Some bosses have blank descriptions though, like Ragule and the Ancient Cave bosses.
-Speaking of Ancient Cave bosses, there's a completely unused and fully functional boss! Its name is Golden Lord, a golden version of the Jelly Lord. It's located right before Shinju, the third to last Ancient Cave boss. Its HP is higher than Shinju's. Why would they decide to scrap a perfectly fine boss like that?
This is why. Its moveset consists of Grand Cross (strongest Light element attack), Ice Breath (which does what it shows in the video), and Rejuvenate (heals 400 HP, similarly to Meditate, another move used by other Ancient Cave bosses). Since you only have one party member for the Ancient Cave, Disc Monsters not counting as other party members, being frozen counts as being dead for game over purposes. It was likely cut because of how unfair the frozen status is for the Ancient Cave in general, I'm pretty sure no enemies capable of inflicting frozen status are included within the battle formations for the Ancient Cave.
-Monster catch rates and levels are stored completely separately from the rest of their stats. Where could they be stored at? No idea.
-This game has the potential for a lot of MissingNo. tier stuff.
I've spent way too much time messing around with Disc Monsters to get results like these.
That is all for now, I think. Since I'm fresh meat to this sort of thing, take some of my findings with a grain of salt.
October 23, 2020, 12:20:15 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Update: I've begun doing proper breakpoints, and I'm documenting my findings. I tried my best to explain things with my severely limited knowledge.
EWRAM 02038E7C = Received EXP at the end of battle (4 bytes)
----> 08013A7A = Jumps into here upon killing an enemy in battle (adds)
\-> 03007C90 = Then increments this
----> 0801418A = Jumps from 08013A7A to here upon killing the last enemy in battle (bl)
\-> 03007C30 = Then increments this once, then two more times, after jumping below each one, incrementing one time after each jump
----> 080141F4 = Then jumps here from 0801418A (mov)
----> 0801425E = Then jumps here from 080141F4 (str)
Maybe some of you can decipher what I meant when I wrote descriptions for these.
October 24, 2020, 08:18:49 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Another update: Updated thread's title. I'm gonna be using the gained knowledge and documentation to hopefully be able to create an enhancement hack. It's gonna take forever for it to get off the ground, but I'm already too far down to come back out.
I've got a couple of plans for changes to the game in this hack:
-A visible JP counter on the status screen, right next to EXP, plus visible JP rewards at the end of battles.
-Save tiles in the middle of dungeons like in past games. This one will require graphic editing and learning how to alter dungeon maps and tile properties, plus learning about and documenting the save routine used by priests. For this to work, somehow I'll need to make it so stepping into these tiles will bring up the save screen, but also make it so it doesn't go back to the main priest menu, where there's three options: Save, Cure, and Remove. Maybe there's a way to isolate this routine.
-Allowing Bau to get Jobs. Bau gets AP growths but has no use for them. Dekar doesn't get AP, ever, as a comparison, and they both fulfill similar roles. Granted Bau is strong enough to not necessarily
require skills learned from Jobs, but he's just so boring to use comparatively.
-Fixing the collision in that one screen in Mera Volcano, where you can get out of bounds thanks to misplaced exits.
Wish me luck.