praetarius5018

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Posts posted by praetarius5018


  1. 17 minutes ago, rpschamp said:

    Yeah, sorry I can't be of more help here. I think this is just one of those bugs that can't be traced unless there is some obvious similarity between the memory values of, for instance, Garravilla and Black Hood or Faerie Hat and Ruby Band. (These are the only two switches I can remember for sure.)

    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..

    17 minutes ago, rpschamp said:

    How is Kevin's spell list coming along for 2.0?

    Tbh, not at all.


  2. 2 hours ago, rpschamp said:

    This is the first bug I reported back in 2018. I still have this problem: when I'm Chibikko and attack, the graphics go to hallucinogenic nightmare conditions, meaning tiled patterns turn into other patterns, the screen begins flashing, etc. This only seems to happen if the attack has a target; if I'm standing away from an enemy and no hit or miss is registered, the graphics stay normal. After invoking this bug, if I can navigate these conditions and direct myself to a save point, I can then restart the game and everything is back to normal. But I typically just reset.

    Yeah that sounds like it'd be that effect I found.

    2 hours ago, rpschamp said:

    One other bug I previously reported: sometimes one of the helmets in my inventory will become another helmet in the game. I have seen this happen with multiple helmets, but not with any other type of equipment, so I can't verify whether this bug affects other types of equipment. Sometimes the resulting helmet will be for a character who is not in my party, so I know that I did not just purchase it by accident. Sometimes this is nice, as when my Faerie Hat turned into a Ruby Band, which I promptly sold at profit. But most of the time this causes me to revert to a previous save point or backtrack and buy a replacement if it's not too expensive.

    Anyone else had this?
    I've no idea what to look for here.


  3. 8 hours ago, hmsong said:

    Oh, okay, so please correct me if I'm wrong:

    Currently, D0CADB's value is A9 65 00.  So... I'm supposed to change it to A9 FF 00? (which will result in 254 instead of 100?)

    Sure.

    8 hours ago, hmsong said:

    The instruction before LDA #$0065 is STA $1C (which is apparently pointing to 000E1C?), but the value is 3B 18 69 08.  I have a feeling I'm looking at something completely unrelated.

    I meant the value that is in A when we get to the JSL, so the LDA is the right one.

    8 hours ago, hmsong said:

    Wait, so for Aura Wave edit, I replaced the 4-byte values at 10E589 to 22 30 F1 13 (and 13F130 to B1 34 18 69 06 D1 36 90 02 B1 36 91 34 6B).  Was I supposed to replace the values of 10E589 to 22 30 F1 D3?

    Yes.


  4. 7 hours ago, hmsong said:

    Oh.  Okay.  Got it (just as you said).  But now what do I do?  Since crit is out of 100, I thought I'd see hex number 64 somewhere, I but I don't.  Even in at C00620.

    Please read this again:

    On 5/29/2020 at 6:47 PM, praetarius5018 said:

    Take the debugger, put a write breakpoint at D0CACA, try to hit an enemy, the game should stop.
    Use "step into" until you reach an instruction for JSL $C00620. The LDA #$0065 before that is the range used (+1 because reasons).

    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.

    7 hours ago, hmsong said:

    then I'd be overwriting that with 22 40 F1 13.  And at D3F140 (it's currently full of FFs), I'd be overwrite the next few bytes with:

    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.


  5. 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.

    21 minutes ago, hmsong said:

    One of the biggest problem is that I don't know know what numerous vocabularies are, in practical knowledge.  What is JSL?  What is LDA#0065?  I mean, I know "LDA #const" means, "Load Accumulator from Memory" -- that's from the bible -- but I have no idea what that actually means in hex edit (or what it's suppose to represent).  The only thing I know how to do is edit the hex numbers using HxD.

    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.


  6. On 5/28/2020 at 9:41 AM, hmsong said:

    So... could you please tell me how to make Aura Wave fill only 6 bars? (7 if fixed)

    Find some free space as described above. I suggest the end of D3/xxxx.

    B1 34 18 69 06 D1 36 90 02 B1 36 91 34 6B

    D0/E589 B1 36 91 34 -> 22 zz yy xx, where xxyyzz (in that order!) is the address your code will go to.

    On 5/28/2020 at 9:41 AM, hmsong said:

    I assume you didn't do that for the bug fix 1.3 patch.  So, how do I make it to 255?

    One last try.

    Take the debugger, put a write breakpoint at D0CACA, try to hit an enemy, the game should stop.
    Use "step into" until you reach an instruction for JSL $C00620. The LDA #$0065 before that is the range used (+1 because reasons).


  7. [numbers]
    I didn't really pay attention to how those distributions end up, only that they kinda fit with the class idea I had.

    Also you missed non-elemental (damage) spells.
    One boss is pseudo weak to them (resist all other elements) and a few mobs could be said to be in the same boat.

    14 minutes ago, rpschamp said:

    I never understood Leaf Saber on Duelist, thematically (my understanding is that it's a relic from Duelist's former final weapon, which consumed MP). It seems like it would be a better fit on Lord, who is more of a helper class. Also, Lord's Power Up seems like it would be a better fit on Duelist, giving him another spell to increase his tech power, and making him the only one of Duran's classes with both Power Up and Protect Down (Kevin has two). If you don't feel strongly about it otherwise, you might consider exchanging these spells between these two classes.

    Leaf Saber feeds into Aura Wave. Aura Wave gives 5 TP per cast and with the global TP nerf (max once per attack) this might now actually be useful to repeatedly use.


  8. 15 minutes ago, Nesouk said:

    For the spike armor, your idea of making ennemies type immune to it was a good one I think, you should make more type of ennemies immune to it, I think if like half the ennemies were immune it would still be relevant to the other type not immune

    I wanna keep it consistent; the enemies currently immune to thorns deal magic damage with their regular attack.
    If we make other enemies immune to them as well we just create more and more exceptions the player has to keep track of - and the game is already a mess.

    19 minutes ago, Nesouk said:

    just be a big help (Archdemon first phase when he uses Jutsus).

    that's still a bug I should try to fix

    20 minutes ago, Nesouk said:

    Day bonus system is a pretty neat mechanic, I wish there was a way to simply sleep at a inn and being wake up on whatever day you want, would make it easier to use properly, 25% is quite a lot especially considering it stavk with other stuff, 10% would be enough, a good little bonus but not to important.

    It is currently 12.5%.
    (Powers of 2 are much lighter on the already strained CPU.)


  9. 10 hours ago, Nesouk said:

    Originally I discover your mod with an LP that called him Seiken Densetsu 3 Hardtype, IIRC that's how it was called on Insane Difficulty, if this is just a mistake on this Let's Player then sorry for the inconvenience.

    It was called Hardtype in the beginning but it got a proper title around 2016. So depending on when the LP was it may be correct or an error.

    10 hours ago, Nesouk said:

    Well I call the spike armor OP actually

    Maybe.
    That armor is one of those ideas where I know that I should probably nerf it a bit but don't know how (less damage reflected does not change status reflection abuse) and dropping it is something I don't want to do.

    Maybe I should mark it as cursed (can never be removed once equipped) and call it a day since 80% of the bosses don't interact with that effect.

    10 hours ago, Nesouk said:

    Admitadly for the 6 Beastman Collars I call the trick amazing, since you didn't react I thought you were fine with it.

    I was ok with it initially.
    I bit of extra cash shouldn't change balance that much.
    Then advice got aggressively onesided so it clearly was a problem.

    10 hours ago, Nesouk said:

    The Day Bonus being a core mechanic of the game since vanilla, and since I got no bad reaction from you on using it, I end up assume you include it in the design of the mod.

    This is one of those things where I changed my mind over time.
    At the start +25% damage seemed like a nice but not a must have bonus.
    Then much later I got the impression that people would just stand around/sleep in inn or whatever and waste much time just so they can have this bonus as much as possible for bosses.

    I don't really know what to do with this tbh.
    On one side it just gets in the way of the game flow and even punish the player if they don't pay attention (e.g. Xan Bie on fire day)
    on the other it is kinda a unique feature in this game in that ingame time actually matters.


  10. 7 hours ago, hmsong said:

    Is that compatible with Trials of Mana?

    Didn't test.

    7 hours ago, hmsong said:

    I have No Skill Counter on my balance patch, but would your bug patch overwrite that?  Which takes priority?

    Since both our edits are applied to different locations: both.

    7 hours ago, hmsong said:

    In my balance patch, I changed several things (stats and skills) in Kevin's D classes.  Apparently, Bashkar and Deathhand got mixed up in the menu (which you corrected), but would that affect which character has which stat and/or skills?

    I ONLY switched what is displayed in that menu, so Deathhand is still Deathhand, stats and skills and all.


  11. Duran

    Spoiler

     

    base:        12/11/10/8/8/8
    no spells

    Knight:        17/15/17/13/14/14
    Heal Light (9 PIE), Protect Up (10 PIE)
    Tinkle Rain (10 INT)

    Gladiator:    18/16/17/14/13/13
    Diamond Saber (9 INT), Thunder Saber (11 INT), Dark Saber (13 INT)

    Paladin:    31/29/32/28/29/29
    Tinkle Rain
    Diamond Missile (14 INT), Sleep Flower (17 INT), Anti-Magic (23 INT)
    Holy Ball (16 PIE), Heal Light* (20 PIE), Turn Undead* (24 PIE)
    Magic Shield (18 VIT), Saint Saber (21 VIT), Protect Up* (24 VIT)
    Ice Smash (18 AGL), Speed Up (22 AGL)

    Lord:        32/28/31/29/28/30
    Heal Light* (15 PIE), Tinkle Rain* (18 PIE), Speed Down* (22 PIE)
    Speed Up* (17 AGL), Life Booster (20 AGL), Power Up (23 AGL)
    Ice Saber (15 INT), Protect Up* (19 INT), Energy Ball (22 INT)
    Arrows (16 LUCK), Diamond Saber (20 LUCK), Analyse (23 LUCK)

    Swordmaster:    32/29/31/29/28/29
    Ice Saber* (15 LUCK), Dark Saber* (18 LUCK), Energy Ball (22 LUCK)
    Thunder Saber* (16 INT), Analyse (19 INT), Saint Saber (24 INT)
    Leaf Saber (20 STR), Diamond Saber* (23 STR), Power Up^ (26 STR)
    Speed Up^ (18 AGL), Flame Saber* (21 AGL), Moon Saber (25 AGL)

    Duelist:    33/30/30/30/27/28
    Diamond Saber, Thunder Saber, Dark Saber
    Ice Saber (20 STR), Mind Down (22 STR), Anti-Magic (25 STR)
    Life Booster (18 VIT), Leaf Saber (20 VIT), Protect Down (23 VIT)
    Flame Saber (16 INT), Transshape^ (19 INT), Aura Wave (22 INT)

     

     


  12. 38 minutes ago, rpschamp said:

    It's the timing, as well as the power, that's important. Maybe "power, timing" instead of "power"? Dolan can be the one exception to the one-word rule for boss weaknesses.

    I'll go with your first suggestion "super counter" for now.
    What a counter is at least defined here. And super is just one stage "better" (L1 -> L2/3).
    Timing would imo more easily give the impression of regular counter.

     


  13. 3 hours ago, rpschamp said:

    If you really wanted to drop a hint, you could add a line to the README under counterattacks, something like "in certain situations, a level 2/3 tech may be needed instead to counter a specific move."

    I don't think that works.
    People avoid READMEs like the plague.
    Even if not, there's several hours most likely even days between reading it and needing one throwaway sentence.

    2 hours ago, rpschamp said:

    Also, I noticed something buggy with the +2 tech points on evade armor (available at the Dwarf Village). If I manage to evade twice without gaining any tech points through attacking, my tech bar is at 4 TP, but I can't use my level 1 tech at that time or for the rest of the battle.

    I've had that report already, couldn't reproduce it.
    So I either fixed it by accident (unlikely) or there's some missing intel.


  14. 8 hours ago, Pixelated_Piracy said:

    it was indeed the status menu and doesn't require Y+B but instead in my game is requiring the D-pad+B, again not a super terrible thing BUT i'm just hoping it doesn't break later game stuff. nothing else seems effected so far but i'm only just now at the 1st boss. 

    just in case it matters i have installed the translation patch, sins of mana base, normal mode, the extra late game fight, and skip spell animations.

    I don't know in what world direction+Y results in "all buttons are pressed"... but here we are...

    8 hours ago, shiliwei said:

    Duran equipped balckshade ring.there is no "heal hurts" 

    heal light still heal me.

    heal hurts only counts in battle - are there enemies on screen?

    7 hours ago, Mr. Cantaloupe said:

    I'm glad I could help!  Interesting that even with the exploit being only half as effective it felt just like normal.  Maybe navigating the ring menus really does take that long.  Here's hoping the fix worked!

    (Does that mean you can overflow the cast ready destination by sitting in the ring menu indefinitely?  Hmm.)

    Should only work with the bug in the live version.


  15. 8 hours ago, shiliwei said:

    Duran snowman, can't cure,all item and magic don't work on

    Do you remember through what attack or measure snowman was inflicted?

    7 hours ago, hmsong said:

    That's why I proposed a solution to have additional way to neutralize it -- AntiMagic.

    That sets a precendent, specifically that it is allowed by game rules for a victory required to be bought.

    In other words someone may not stumble upon the L3 tech solution, only on the 3k per cast eye version.
    So they'd think they HAVE TO shell out 30k worth of items with no other way out.
    And in later fights they might be then think the same way, see that backtracking to the black market is insanely far off and quit altogether.

    54 minutes ago, Pixelated_Piracy said:

    hello, i just found this mod and think i have a bug. when bringing up the "menu" screen i have to be pressing the d-pad in any direction as well as whatever button i have assigned to the menu/tech attack button, doesn't matter what button on my controller because i've tried swapping it. i can't just be standing still or the menu won't show up and in fact nothing happens. this doesn't seem to take effect in battle luckily. 

    which menu do you mean?
    ring menu? status menu? storage menu?
    accessing the status menu should be the only one that requires more than one button, here Y+B.