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Everything posted by seibaby

  1. This thread is for the devs. There are a lot of assembly patches going into 1.10.0, let's collect them all in one place. @BTB@Synchysi TASKS: @seibaby Encounter Rate - DONE, but needs testing Reflect Timer - DONE (but needs a link...) Melee Counter - DONE MP low counter - DONE Runic ignores Clear - DONE N. Cross rebalance - DONE Mind blast mod - WIP Tank & Spank 1.0 - DONE New status screen - WIP ATB colors - WIP Quake/Vanish Fix - DONE @darknil Shop Preview - DONE Status Display Update - WIP Relics Block Stop - DONE Spell Dot Display - DONE Doomstick Bugfix - WIP ??? Update - WIP @GrayShadows Weapon Swap in Combat - WIP/TENTATIVE Max HP/ATB toggle - DONE Inventory Index Fix - DONE @Think0028 Elemental Mixing - DONE Defend/Row 1/2 Turn - WIP Row Targeting Preference - ABANDONED EsperXP Display Bugfix - WIP @madsiur SrBehemoth OpCode Update - DONE Aero Speed Hack - DONE Mind Blast Speed Hack - ??? @Gi Nattak Booty Fix - DONE Just clarifying: this isn’t a discussion thread so any non dev post stuff will be purged. - Mish
  2. ATB colors - WIP (Palettes are done. @Nowea should have them. -BTB)
  3. New status screen - WIP
  4. Tank & Spank 1.0 - DONE
  5. N. Cross rebalance - DONE
  6. Runic ignores Clear - DONE
  7. MP low counter - DONE
  8. We're testing some new Mind Blast behavior; if you have the time please ensure this works properly. Intended behavior is that Mind Blast will set up to five statuses distributed randomly among any living party members, with each infliction having a Stam% chance to land. This shit is hard to test due to randomness, so I suggest to grab FF3usME or a save editor to ease testing. Patch is for non-headered Brave New World 1.9.
  9. And this is the N. Cross mod - it causes the N. Cross special effect to pick either one or two targets among those hit by the spell, all others will be untargeted. In short, it makes N. Cross hit at least one and at most two targets.
  10. It was inevitable, so here we go. While fixing my broken random encounter patch, I discovered a little bug with Random Number Good: overworld encounters are not using Think's RNG. What should have been a call to the RNG to determine whether an encounter should be triggered, is instead a static number, causing overworld encounters to happen with astounding regularity. I forgot how the vanilla RNG worked; it does in fact return a different number each time, but it's using a tainted version of vanilla's RNG system (since Think's code overwrites part of the random number table vanilla used). It may still be random "enough" for encounter purposes, but it's not what it should be. The fix is just one byte long, but I'll let think share an updated version of the patch here for inclusion in the next point release. I'll instead share a set of updated patches for the random encounter mod, with the fix baked in, so that it can be properly tested this time. Patches (updated to v4) Apply directly to your 1.9. EDIT: With Nowea's help, I re-jiggered some numbers and also went ahead and applied the encounter mod to the overworld as well. This should have the effect of setting the minimum number of steps before an encounter to 9 in dungeons and 5 on the overworld (excepting high encounter areas like forests and WoR deserts). Obviously, this will also fix the faulty overworld encounter logic, so you should notice a difference in overall encounter rate there (increased, according to Mishrak). Dungeon encounter rates should remain the same.
  11. This lets Celes (or Gogo) remain invisible when catching spells with Runic. Barely tested, as usual. Beta testers, have at it. Apply to non-headered Brave New World 1.9.0.
  12. Somebody test this please. Changes: Cover should no longer activate on healthy allies in the front row (allies in Near Fatal status should still be protected) Cover should no longer activate while Dancing Download: New World 1.9.0-N.ips?dl=1 Apply to non-headered Brave New World 1.9 (or use Headerizer).
  13. Disabling the auto-fight mechanic in the Colosseum and making monsters run their scripts is easy. Making one-to-one fights interesting is a lot harder. Unless BTB can come up with a set of scripts that are good both for Colosseum fights and normal encounters without using up too much space, it would require expansion.
  14. Short answer: it should raise the minimum amount of steps between random encounters while at the same time reducing the maximum number of steps. On paper, it should maintain the current average encounter rate, but in testing we noticed a decreased overall encounter rate. Long answer: the encounter system works on a threat counter; each step increases the probability that a random encounter will happen on that step. Different areas in the game add different amounts to this threat counter, and each step a random number is generated and compared to the counter. If the counter is greater than the random number, an encounter happens. The patch increases the lower bound and decreases the upper bound of the random number. Note that there was a bug in Think's RNG patch that may have affected the random encounter rate on the overworld. I bundled a fix for this in my patch, but no testing has been done to see the effects on the overworld encounter rate yet.
  15. No idea, since I don't use a mac or asar. If the table file is correct and correctly named as specified in the asm file, all I can think of is weird file permissions, or Mac xkas expecting a mac formatted text file as a table or something. Did you open the tbl file in an editor and save it?
  16. @BTB, you asked for it, and here it is. It's been a while since I mucked around with it but I believe it's finished. @Synchysi may wish to hand edit the pointers for small battle captions (message boxes).
  17. The idea of treating multi element attacks as several mini single elemental attacks and summing the result was discussed earlier, due to the fact that such a patch already exists. This simpler approach was deliberately requested, I assume for its simplicity. The Separation of Powers patch also consumes a fair chunk of free space; Think's patch is more frugal.
  18. All will be explained. Edit: this replaces Reflect's expiration timer with a mechanic to have Reflect be randomly dispelled when activated, much like the way Image works.
  19. Oh, and you asked for my patch for Quake not removing Vanish from Floating targets; I posted that code here:
  20. That's an emulator issue, commonly seen in Zsnes. Try Snes9x or higan.
  21. As far as I know, it works but not as intended. Nowea and I tested it and it does seem to raise the floor, but like I said, it doesn't preserve the original encounter rate.
  22. The encounter rate is what it is, if you get an unlucky streak of RNG you might have a string of encounters all within a handful of steps. It should never be less than two steps though, so if that happens, something is indeed wrong. The overall encounter rate should be something like five encounters per 100 steps or so; I forget exactly. Applying my encounter patch should raise the floor a bit, as well as lowering the encounter rate somewhat. I'm uncertain whether BTB intends to include it in the next update in its current state.
  23. Sounds like the targeting method used doesn't bother to check for whether a character is in the air. Or the unblockable specials code doesn't check for it, or both.