hmsong

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About hmsong

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  1. Hmsong's non-SoM patches

    Hey. I'm trying to put the Magic Pots in the final dungeons, and I'm having trouble putting one in an area. Specifically, I want to put it in map 1086 (near the dead-end door), but whenever I put it, it gets behind the layer and therefore, inaccessible.. If I disable one of the layers, I can see the Magic Pot, so I know I got the location right (in X/Y axis). Could you please tell me how I could get the Magic Pot sprite to the foreground, therefore accessible for the normal gameplay? Nvm. Figured it out. Thanks.
  2. Hmsong's non-SoM patches

    I changed the code before entering. I even tried it by changing the ROM address permanently, for both addresses (I changed the value to 80, from 87/85). No changes in EXP gain after the battle (didn't kill anyone on the way). I even tried with and without changing the class, to see if that makes any difference. Nope. What am I doing wrong? As for Dangaard, it seems they're actually different enemies. One is the front view Dangaard, and the other is side view Dangaard. Only side view Dangaard drops EXP (which means 8A is 0 EXP no matter what level).
  3. Hmsong's non-SoM patches

    Ohh. So I guess that means Lugar and Machine Golem does that too. What are the codes for those guys? It seems pretty random (Bill/Ben's ID was DA, but now, apparently, their other ID is 63?). Once again, thanks. Edit: I just tried the code for both 110DF6 and 111EB2, but neither seem to affect the Desert Bill/Ben EXP. Uhh, please help?
  4. Hmsong's non-SoM patches

    Hmm. In addition to the question in the previous post, do you know how to edit the EXP of 2nd Bill/Ben boss? (fought in the Scorching Desert) The EXP of first Bill/Ben (fought in Rolante) can be edited at 111EB2, but for whatever reason, it doesn't seem to affect the 2nd Bill/Ben. Could you please tell me the address for the 2nd Bill Ben EXP? Thanks.
  5. Hmsong's non-SoM patches

    Hmm. I've been messing with item drops, and I'm getting weird results. For example, I've made all regular enemies have the following drops, just for testing: 0A 20 20 20 20 20 20 [21 20 1F 1E 1D 1C 1B 1A 19] But whether in the beginning of the game or at the end of the game (where most characters are vanilla max stats), all enemies end up dropping are Basilisk's Fang (21), Item Seed (19), and sometimes Mysterious Seed (1A). I did see Flying Seed (1B), but extremely rarely. The rest drops (Magic Seed, ??? Seed, Weapon Seed, Earth Coin, and Gnome Statue), I have never seen. Is this normal? Is there a way I can make it so that the other byte items are actually possible? I tried playing with 1st byte a bit (0A), but I didn't really find any different results.
  6. Hmsong's non-SoM patches

    Huh? You think messing with trap is potentially story related trigger? But now that I think about it, you might be right. It probably has to do with the script on the beginning of the battle, similar to how before boss battle, there's a dialog of some kind. ... Damn.
  7. Hmsong's non-SoM patches

    I see. Thanks anyways. Well, what I wanted was have access to Firedrake's drops, since its drops are unique. One trap room has only Firedrakes, but because of the traps, you can't access their drops. Although I can just replace enemies in some areas with just Firedrakes (well, the NPC pack that has Firedrakes), I wanted a corner room in Flame Valley.
  8. Hmsong's non-SoM patches

    As far as I know, you can't fight Darth Matango (regardless of level) after you clear Mispolm, just like all God-Beast dungeons. So enemies like Sea Dragon, Siren, etc will be gone for good from the game once you beat their particular dungoens. Yes, I could, but I'm trying not to edit the item drops too much (except to edit way-too-many-Puipui Grass). Besides, I WANT to be able to fight Darth Matango. Specifically, similar to kethinov's No Missable Monster for his Secret of Mana patch, I want to create one for SD3, where you can encounter any monster by the end of the game (and access their drops).
  9. Hmsong's non-SoM patches

    Well, for my Better Monster patch, I wanted to make it so that the one-time monsters can be encountered again at any time. For example, Matango Oil can only be obtained from Darth Matango, who can only be encountered before defeating Mispolm. Once you defeat him, Darth Matango is gone for good, hence Matango Oil is gone for good (well, except Magic Seed chance). Luckily, Mispolm dungeon doesn't have any trap rooms, so I can use any of the 5 isolated areas. Similary, I wanted to make all God-Beast dungeon monsters to be encounterable (and their drops be obtainable), but only in isolated areas (usually one exit), where the player can choose to ignore. There are only 3 spots in Flame Valley, and all 3 are Trap rooms. Hence why I wanted to disable the Trap.
  10. Hmsong's non-SoM patches

    Hey, Sorry to bother you once again (to both of you, praetarius5018 and shiliwei), but do you know how to make trap room into non-trap? Using MapJester, I was able to make the locked door disappear (and the whole "open door after the battle" affect), but the message that says, "Trapped" in the beginning of the battle is something I was unable to make disappear. From what I can tell, if you enter a room that begins with "Trapped" message, the enemies don't drop treasure chest (well, they do, but extremely rarely). My goal is to make certain trap rooms in the Valley of Flames into non-trap rooms, so that enemies will drop items after the battle.
  11. Hmsong's non-SoM patches

    Ahh. I see. So if I were to change that, for Myconid, then I can change it to: 49 57 53 49 57 53 49 57 53, and that'll make everything even regardless of Luck? Or maybe 49 49 49 49 57 53 57 53 53? I'm guessing the order of first 6 bytes (the rare items) don't matter?
  12. Hmsong's non-SoM patches

    Argghh. God damn it. This is gonna be a pain. I thought the rare items would be more common or something, because it uses up 6 bytes, whereas common items use 3 bytes. Apparently, I got the whole thing wrong. Could you please tell me exactly how the mechanics behind odds of common/rare item work? Or is it that after 20+ Luck, the game ignores the last 3 bytes or something? Or is it that for certain range of Luck, it uses specific bytes for the odds? (ex: if Luck is 15, it uses byte 1, 3, 5, 7, 9) Oh, and thanks for telling me how to manipulate the treasure chest drop rate. I'm guessing the odds of drop is out of FF (255), since Black Rabite is 64 (100), but it doesn't always drop the chest.
  13. weapon and armor stats help?

    You're welcome. And again, I thank you for all the things you provided me. No I have not played any of Ys. I've heard of it before, and I'm pretty sure it's an ARPG. According to gamefaqs, it's for MSX system, but I have no idea what system that is. Is that any good? No reviews in gamefaqs, so I'm guessing it's not very well known (although Ys is sort of well known).
  14. Hmsong's non-SoM patches

    Oh wow. Thank you so much. It may be in Japanese, but there are pictures included in it, so that helps immensely. And I can sort of read Japanese if it's not Kanji. I knew it. Demon's Claw and Wolf Devil's Oil are never dropped. I shall mitigate that, as soon as I figure out how (shouldn't be a problem). If there are other information you can give me, I'd appreciate that. It may give me ideas on new things that I never even thought about.