praetarius5018

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Everything posted by praetarius5018

  1. Seiken Densetsu 3 Sin of Mana - Discussion

    Great idea, I'll get right on it! Ok, seriously, wtf is your problem with the boss? Having a boss threaten with a OP charge move is standard RPG fare. Time limit bosses like various wall bosses in FFs, SoM1, ... Bosses that prepare for a supermove (FFs Odin usually when he raises his sword) All the same concept. You get a tell and then you have to either defend or cancel the move asap OR DIE. THIS IS NOTHING NEW HERE!!
  2. Road to 2.0

    I was going for a classical red mage here: fire, ice, lightning she is affiliated with wind, so earth as the opposite isn't as welcome as a princress she wouldn't throw away precious diamonds /joke
  3. Road to 2.0

    Angela, Charlie and Hawk (minus ninjamaster) were the easy first candidates since they had already full lists so I only had to shuffle them around and maybe exchange 1 or 2 spells, like Bishop with both Holy Ball and Saint Beam is redundant. How is that off topic? I still have open: 1 weapon 1 armor 2 accessoires Others would still be exchangable if I like different ideas better.
  4. Road to 2.0

    She had 7 or 9 spells, so under the 10 spell cap nothing would change. Now I fill in some gaps. So you have to sacrifice 2 spells. So consider this setup (still working on it): Valkyrie: 17/16/16/15/16/14 Protect Up (11 PIE), Speed Up (13 PIE) Airblast (12 INT) Starlancer: 32/30/30/30/30/30 Dark Saber (18 STR), Saint Saber (20 STR), Power Up* (23 STR) Energy Ball (17 AGL), Ice Smash* (18 AGL), Speed Up* (20 AGL) Airblast* (17 INT), Fireball* (19 INT), Mind Up* (22 INT) Marduke* (18 PIE), Aura Wave (20 PIE), Def Up* (23 PIE) No matter what you do, at best you get 2 ST buffs (def up, speed up) and 2 MT buffs or 3 MTs and lose one buff completely. Assuming you go for power up and then mind up you already have 8 spell slots filled if you went out of your way to not pick up airblast as valk. Say you pick marduke and aura wave, that's then all 10 slots so def up won't upgrade. In short the char/class discussion topic will have field days here.
  5. Road to 2.0

    Plan, yes. Duran&Kevin will be problematic since they barely know any spells and there is little that is thematically fitting, so giving their classes a spell choice is difficult.. I also may or may not take this opportunity to stealth nerf light Lise *cough* I see no need to adjust final weapons at this point. Considering the buggy nature of snowman I want to keep it as limited as it is. Considering the game breaking nature of petrify, same.
  6. Seiken Densetsu 3 Sin of Mana - Discussion

    as if this was the only game to do this... you know what? Dolan needs a buff
  7. Road to 2.0

    how Angela could look next time: base: 8/8/8/12/11/10 spell list: Fireball (7 INT), Diamond Missile (9 INT), Airblast (11 INT), Ice Smash (12 INT) Sorceress: 14/14/14/17/17/16 spell list: Airblast* (13 INT), Ice Smash* (14 INT), Fireball* (15 INT), Diamond Missile* (16 INT) Evil Gate (12 PIE), Holy Ball (14 PIE) Delvar: 13/13/14/18/16/15 spell list: Thunderstorm (13 INT, replaces Airblast), Mega Splash (14 INT, replaces Ice Smash) Explode (15 INT, replaces Fireball), Earth Quake (16 INT, replaces Diamond Missile) Grand Divina: 30/29/28/32/32/30 spell list: Fireball*, Diamond Missile*, Airblast*, Ice Smash* Holy Ball* (18 PIE), Tinkle Rain (20 PIE), Heal Light (21 PIE) Speed Up (17 LUCK), Evil Gate* (18 LUCK), Sleep Flower (20 LUCK) Transshape (18 INT), Double Spell* (20 INT) Arch Mage: 29/30/29/31/31/31 spell list: Earth Quake* (18 INT, replaces Diamond Missile), Thunderstorm* (19 INT, replaces Airblast) Mega Splash* (20 INT, replaces Ice Smash), Explode* (21 INT, replaces Fireball) Saint Beam* (19 PIE, replaces Holy Ball), Dark Force* (20 PIE, replaces Evil Gate), Mind Down (22 PIE) Body Change (17 LUCK), Aura Wave (19 LUCK) Power Down (15 AGL), Anti-Magic (17 AGL), Rainbow Dust* (20 AGL) Rune Master: 28/28/30/32/30/30 spell list: Thunderstorm* (15 AGL), Stun Wind (18 AGL), Thunder Saber* (21 AGL) Earth Quake* (16 LUCK), Diamond Saber* (19 LUCK), Stone Cloud (22 LUCK) Mega Splash* (17 PIE), Ice Saber* (20 PIE), Cold Blaze (23 PIE) Explode* (19 INT), Blaze Wall (22 INT), Flame Saber* (25 INT) Magus: 29/29/29/33/29/29 spell list: Earth Quake* (19 INT), Thunderstorm* (20 INT), Mega Splash* (21 INT), Explode* (22 INT), Rainbow Dust* (24 INT) Dark Force* (17 PIE), Lunatic (18 PIE), Death Spell (20 PIE) Power Up (16 LUCK), Mind Up^ (18 LUCK), Poison Bubble (20 LUCK), Ancient* (22 LUCK) All classes have potentially 12 spells but can only keep 10. If for some reason you have already 10 spells and the next would be an upgrade/replacement - tough luck. Once the 10th slot is filled that spell learning is finished.
  8. Hmsong's non-SoM patches

    There is a way. The code is at D0/E586, after the homework above you should be able to figure it out. The vanilla code just loads the current maxTP and shoves it into both currentTP values. Don't ask me why it needs 2 TP values, at some points it checks one, at other points the other. One is the (INT based) m.def for INT based spells, the other is the hidden (PIEbased) m.def for PIE based spells. Also all of these are imcomplete. The cap value is there twice, once for the value it checks against and once for the value it then loads as the final value. With what you've given you could only create stat spikes, like if def > 150 def = 300; but not the intended if def > 150 def = 150.
  9. Seiken Densetsu 3 Sin of Mana - Discussion

    Please be more precise. If I have 8 TP, dodge to trigger the effect I can still use L3 tech afterwards. Exactly what it says, getting healed hurts instead.
  10. Road to 2.0

    Already done years ago.
  11. Seiken Densetsu 3 Sin of Mana - Discussion

    what is TP overflow
  12. Road to 2.0

    That is mostly a matter of mob attack power and therefor level. And the difference at the same level isn't that huge in vanilla. I guess Dark Lords usually appear the latest so would automatically have the highest attack. Or rather the 10% increase from their usual dark saber puts them over the edge big time. L3 in vanilla take the attack power of the user, multiply it by 2.5 and only then subtract your def. Def is capped at 300 even with buff. So even if the mob had a measly 250 attack that would be a guaranteed 325 damage at maxed def, half the cast doesn't clear 600 maxHP at sane endgame levels. I think the highest dark lords have around 340 base attack, i.e. "you die" damage (340x1.1x2.5 = 935 before def).
  13. Road to 2.0

    Nah, you should get the spell immediatly so you can see how much MP you should have and can adjust your stat gains if necessary.
  14. Road to 2.0

    Ah, well I wanted to increase MP curve a bit anyway. I guess making sure you have 8 MP at 6 INT shouldn't be too much off.
  15. Road to 2.0

    After-battle effect is free, rest yes.
  16. Road to 2.0

    Yeah, it'll be expanded to a nearly vanilla like set, I've basically ideas for all everything except a weapon since I don't want to mark weapons as "cursed". armor: cursed, 2x power up buff effect on standard attacks, increased aggro build up helm: cursed, x1.3 p.def, 0 defense vs Lv2/3 techs ring1: cursed, deny elements ring2: cursed, can't crit or be critted, same for evade set bonus: 1/4 cast time
  17. Hmsong's non-SoM patches

    As if the internet could ever forget anything.
  18. Road to 2.0

    And nightblades. And bloody wolves. Will be the same. The current byzel armor only removes one weakness, that will be changed. Half the resistances are on the helm, the other half will be on one armor; snowman will be irresistable. I mean we already have a cursed ring that removes weaknesses and resistances, so one step further to a vanilla-like-set can't hurt I went with it granting the same effect as the regeneration ring which gets doubled effect but no longer stacks.
  19. Road to 2.0

    plans for helms: the 2 "remove weakness" helms get merged into one (beryl helm) leather helm (mixed def) becomes pure p.def visored helm (pure p.def) gets status resistance to chibikko/moogle, silence hero's crown (status resist) becomes cursed and prevents stop of MP regen during casting protection helm (2nd remove weakness) becomes cursed with x1.3 p.def but 0 def against Lv2/3 techs for the true vanilla like experience
  20. Road to 2.0

    I'm not sure I can find a HP/s value at this point that wouldn't royally break the game. This would stack with the HP regen ring and Sage's weapon which together already maxes at 20/s (well, "second"). So that can easily recover 100~200 HP between boss attacks, do you take that much after buffs? Is even more easy regen really needed? I have to take care that that value doesn't reach "afk mode". edit: 25/s, the rings stack
  21. Road to 2.0

    L50, 13 PIE, no heal bonuses: regeneration - 115 MT, 143 ST heal light - 168 MT, 210 ST L50, 13 PIE, wendel armor: regeneration - 138 MT, 172 ST heal light - 191 MT, 238 ST regeneration 8 MP, heal light 10 mp, regeneration casts a bit faster. Old Heal Light was 9 MP and healed w/out that armor 140 MT, 175 ST or 166 MT, 207 ST with. I guess this could work.
  22. Hmsong's non-SoM patches

    I know I couldn't get 10.2 running either that's why I said 10.1, but I'm on W7 still so no idea how to help you there. No, AGL is worse, this is just warm up.
  23. Road to 2.0

    We were talking about a aggro granting weapon.
  24. Road to 2.0

    I can see a point being made for Kevin but not really for the other 3.
  25. Hmsong's non-SoM patches

    And that exactly is where it gets interesting. Is it unused? Is it a black square of a graphic? Placeholder mob data? Whether unused space is FF, 00, EA, or something else is different for each game. Might even be different within the same game. For a quick check I'd look at the last few bytes if they can be return codes for routines. The most sane options for routine enders are: 6B - rtl, return for a routine usually called from a different bank (chuck of xx0000-xx7FFF or xx8000-xxFFFF), basically a public function in programming terms 60 - rts, return for a function that must live in the same bank, basically a private function 4C yy xx - jmp, goto xxyy in same bank 5C zz yy xx - jmp, goto xxyyzz for any location Lets ignore the madness that would be function calls that rip out the return value from the stack and replace the return location.. 105720 - the preceding bytes have neither of those options, could actually be legit data. 10B5E0 - might be usable, the last bytes before ff look like usual SD3 code 112860 - same as the first Personally I'd prefer the end of 13Fxxx. D3/xxxx is where a majority of the compressed AI code lives and FFs to that amount is not a useful operation. So wanna do this? Don't say I didn't warn you, I'm not a teacher. First of, this is your bible. It tells you what hexcodes are what real operation. Second, you need an emulator with debugging abilities, I use Snes9X v1.51.ep10r1 - Geiger's Snes9x Debugger. Srm save files are compatible between emulators so you should at least transfer your savefile so you have some save games to work with. Preferably at least a post godbeast save so you have enough techs/spells and can quickly check every shop and whatever else you may need. Third, grab a list with cheats, this helps finding the relevant code areas faster and if the list is good it already has the ids for items or spells you may need at some point. Important stuff to know: if the M flag is on (big M) operations related to the value in A only use 8 bit mode, if it is off (small m) 16 bit. SEP 20 turns it on and REP 20 off. This also affects the lengths of some instructions since the extra 8 bits need to be written as well. you usually want to end your modification with the same CPU flags as you started (any SEP undone via REP and vice verca) everything you add to the stack (e.g. PHA) should be removed again before you end your modification (e.g. PLA) avoid crossing bank borders (never go past a xxFFFF) D0/CACA is where the crit rate is loaded. Put an execution breakpoint there in the debugger and then try to hit something. Try step into a few times to see what happens next. Overwrite the 4 bytes at D0/CACA in the rom with 22 zz yy xx where xxyyzz (watch snes writing and order!) is the location where you place your code. And the location with free space you want the byte equvalent of: LDY #$00E2 //offset for crit rate, note that the offsets for attacker and target are different because SD3... LDA ($2A),y //loads the crit rate in this case; $2A is in the pointer to the attacker AND #$00FF (crit rate is 8 bit but the mode is 16 bit so we need to cut off the excessive bits) LDY #$00F3 //this was the result of Y in the section we overwrote and it may be used later RTL //return to where we came from so: You could do this conversion autoamtically with something like xkas but I think it is better to do this a few times manually to better understand what is going on. If you now reload the rom and try to hit something again it should give you a non-0 crit rate. Run the same breakpoint as before and continue until the game wants to call code from C00620 this is an RNG function in SD3 and the value in A holds the range that the result should be in. With that you should've seen where the value for A came from and can modify it to adjust the range as you want. Last the crit damage. Run the breakpoint again up to the RNG call and step over it. It should be followed by a CMP $1A BCS $18, $1A holds our crit rate. Now depending on the result the code will either branch forward $18 bytes or not. If it doesn't jump forward that many bytes it is a critical hit. Note how the result of the RNG call must be equal or smaller than our crit rate. The modification to the damage (specifically attack power before defense) is handled like this: LDA $1C LSR A (divide A by 2) CLC (clear carry/overflow) ADC $1C STA $1C $1C hold the current attack power (you can see that if you follow the code a long while backwards). Now we can replace the CLC with another LSR A. This would change the bonus from 50% to 25% but add the chance for an off-by-1 error because we no longer remove the carry flag which means it may add another +1 at the ADC $1C step if that flag was set. Since damage has a range anyway and +1 is near nothing I see no need here to create another call to currently unused space and creating a routine there. Now time for homework: change D0/C97A 0C to 0A D0/D83B 03 to 05 and D/0C983 85 1A B0 03 A9 00 00 D0 01 1A to B0 03 A9 00 00 4A EA 1A 85 1A What have I done? Hint: breakpoint a few bytes before each and try with and without the most OP buff.