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About praetarius5018

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  1. SD3 Spell Balance patch

    Def change was 25%, magic I think 25% for damage, 20% for defense. They all use the same value, so yes.
  2. Road to 2.0

    Kevin I'm not entirely sold on this. Since most Kevin classes have like 6-7 spells currently going up to 10 (out of 12) is a major buff. So I made his stat requirement much steeper than anyone else's, like usually it is 2-3 point between each spell here it is up to 5. And anyone that sees the sets of Godhand/Deathhand or W.Monk/Dervish as obvious counterparts is surly imagining things.
  3. SD3 Spell Balance patch

    Just a fix for the crash caused by attacking in chibikko state.
  4. Seiken Densetsu 3 Sin of Mana - Discussion

    1A, 1C, 18 - I don't see anything. I'd be more helpful to know "when" that happens so we can track down the cause.. Tbh, not at all.
  5. Seiken Densetsu 3 Sin of Mana - Discussion

    Yeah that sounds like it'd be that effect I found. Anyone else had this? I've no idea what to look for here.
  6. SD3 Spell Balance patch

    In the window where you set breakpoints there's in the middle a section with the header logging. Check the box next to CPU and all instructions will be written to <rom name>_0000.log. The logging ends when you uncheck that box.
  7. SD3 Spell Balance patch

    Better try the .log file.
  8. SD3 Spell Balance patch

    Energyball sets your crit rate to 50, in this case ~20%. The saving happens at D0/E580. If you want to look where that value came from you may want to put a breakpoint execute there, check Logging:CPU (preferably only close to the end of the spell animation) and then check the output log in the log folder.
  9. SD3 Spell Balance patch

    Sure. I meant the value that is in A when we get to the JSL, so the LDA is the right one. Yes.
  10. SD3 Spell Balance patch

    Please read this again: the way it is programmed it is programmed you need to give our intended max value but +1 to the RNG method. or rather the exact value doesn't matter. It takes the value that is currently in A, so you have to check where that came from and change that, hint: the instruction directly before it. no, you want the SNES addressing there, so 22 40 F1 D3. SNES does NOT know our addresses in the hex editor. Just be happy you don't have to deal with headered Lo-ROM, that is a headache and a half.
  11. Seiken Densetsu 3 Sin of Mana - Discussion

    Regular Grell have chibikko, Grell Mages moogle status. Since moogle makes you auto-miss it doesn't reach the problematic section.
  12. Seiken Densetsu 3 Sin of Mana - Discussion

    Do you recall if the mini status was involved? I just found out that if mini status is active and you perform regular attacks one pointer is wrong and modifies some data it shouldn't, so obviously unpredictable results.
  13. SD3 Spell Balance patch

    Go on, follow the code a bit more. Rarely is anything as simple as finding it directly within 2-3 instructions. Exactly that JSL $C00620.
  14. SD3 Spell Balance patch

    Good, when the game freezes that way it has reached the breakpoint, now you have to the other instruction I gave:
  15. SD3 Spell Balance patch

    Try again with the breakpoint set as execute. Execute - when the address is to be executed as code Read - when the game wants to read from that address in store it into variable A,X or Y Write - when the game wants to write to that address, if for some reason a value is to be stored at a ROM address we're in massive trouble, at best the emulator crashes. If in doubt check all three. That's what that page should help with: JSL Jump to Subroutine 22 Absolute Long 4 JSL is the asm representation Jump to Subroutine - explains what it does: continue code execution at the address given. * 22 is the hex representation absolute long means this code expects an explicit address, all 3 bytes 4 tells you how many bytes the full instruction needs, it this case 22 as the instruction + 3 bytes for the address to be used *for longer explanations of what the codes mean search for the asm code and you'll find lower on the page: JSR - Jump Subroutine JSL - Jump Subroutine Long If you already know a programming language, this is basically calling a function. This performs the same as JMP except the address of the current program counter is saved. In subroutines, the RTS and RTL are used to return back to the saved address.