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Topics - Leviathan Mist

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Gaming Discussion / FF6 - Magicite item RNG
« on: December 24, 2014, 03:47:27 PM »
I'm just curious if the RNG for the Magicite item is predictable, or can be controlled in a non-TAS manner. I'm testing out some new LLG/experience-burning strats and would like to raise my chance of the Magicite item casting Palidor by knowing the RNG. Is this even feasible?

EDIT: The strategy that will be used involves poisoning all enemies, muddling a character about to use the Magicite item, hoping Magicite randomly chooses Palidor, and sending all enemies up into the air to be killed by poison - thus eliminating the experience gain from them. I'm attempting to use this for the Mag Roader battles, and for potential inescapable battles on the Floating Continent.

Submissions / FF3us - 255 hours on timer
« on: May 29, 2013, 04:22:01 AM »

This is an improvement hack for Final Fantasy III US (SNES). It raises the maximum value for the in-game timer from 99:59 to 255:59.

I finally got around to doing this. Thanks for the help, Leno :P

Gaming Discussion / Super Metroid randomizer patch
« on: January 04, 2013, 04:34:12 AM »

This is an interesting feature. Basically, the idea is that all the items in Super Metroid have the same locations, but the actual items are swapped. So, for example, where you once received a missile, you might find a super missile, and where there was once a charge beam, you may instead find a reserve tank. Here's a video of the first part of the game using the randomizer.

Game Modification Station / FF2j NES question
« on: May 28, 2012, 05:45:55 AM »
So I was playing the original NES version of FF2, and I noticed that HP can go above 9999, while MP can go above 999. This wouldn't be an issue, except for the fact that both of these stats roll back over to 0 once they reach 65536. So I'm wondering how simple it would be to add in a simple overflow check, and/or limit HP and MP to 9999 and 999 respectively. I haven't seen this game taken apart and detailed yet, and quite honestly, I wouldn't know how to find this information in the ROM if I tried.

EDIT: Here's a list of rollover bugs/glitches I discovered a couple years back that I'd be interested in fixing.

1. HP and MP max out at 65535, any higher and it rolls over to 0. This makes it possible, through controlled stat growth manipulation and lots of patience, to have characters with 0 HP and MP, effectively screwing over your save file for good. (if you have 0 HP and MP, you have no way to gain any more, and with 0 HP, you'll die as soon as any enemy hits you or casts a spell in battle. Even when you try to cast a spell in battle with 0 HP, it kills the character who casts it.)

2. The Ultima spell doesn't get any stronger, ever. Even if you have an inventory full of level 16 spells, Ultima still does the same damage as it would if all you had was a level 1 Ultima and no other spells.

3. Gil maxes out at 16777215 (only up to 9999999 is shown properly) - after that it rolls over to 0.

4. Inn costs roll over to 0 once they reach 65535. This can be exploited if you get your HP/MP high enough (you can make it so you pay 0 gold to recover 65536 MP, for example)

Gaming Discussion / Warriors Orochi 3 topic
« on: March 22, 2012, 11:46:44 PM »
I just got this for PS3, waiting for it to download. 132 characters, holy shit.

Game Modification Station / Any news on the 24-bit HP patch?
« on: September 10, 2011, 05:53:47 PM »
I can't find the original topic for it, but I would really love to see this as it's virtually the only thing holding me back from making my ideal FF6 hack. Last I heard, Imzogelmo was making a new one because the original by cklein0001 no longer exists.

Game Modification Station / I am redrawing the portraits in FF6.
« on: February 11, 2011, 02:51:42 AM »
I started working on this a couple days ago. It was initially just messing around with a sprite editor to see what I could do, I didn't actually think I'd come up with something presentable. However, they came out a lot better than I had expected and now I figure I might as well finish the rest of the portraits. I'll be posting progress updates here, and feedback/constructive criticism would be appreciated.

It should be noted that I'm not drawing these from scratch - I'm using actual existing drawings as a base, saving them as 40x40 and 16-color bitmaps, and then I basically just get an outline that I have to recolor. For some characters, there won't be drawings of the character that look good enough, so I take a drawing of some other character who I think can be made to look like that character, and make the necessary modifications myself.

The first four portraits as of 02/11/11
The next four portraits as of 02/14/11
The next four portraits as of 02/25/11


To do:

For FF6A:
Esper Terra

Game Modification Station / FF6 menu help
« on: February 05, 2011, 10:27:26 PM »
I'm looking for a couple pieces of code in C3 - the first is the process that places the location of the spell in the item description screen. It seems if you allow a weapon to teach you a spell, it won't show you what spell it is because it takes up the same spot that the "2-handed" text takes up. The second thing I'm looking for is the code that places the time in the menu screen, and perhaps the code that deals with borders too, since it would be nice to expand that section. I'm trying to expand the hours portion to 3 digits, and if I have room, I'll add seconds as well. I'm really bad with menus and stuff >.<

Submissions / FF3us Battle Speed Mod + Speed Overflow Fix v. 0.2
« on: February 04, 2011, 04:18:45 PM »
This patch gets rid of the code that says to skip over the Battle Speed formula for player characters. thus, they will now be affected by changes in the Battle Speed setting as well, making battle speed actually mean battle speed. Also, since I was able to optimize and save a few bytes, I've created an overflow check which fixes the speed overflow error (when a character or enemy's speed is over 235). This patch is a must if you plan to have characters or enemies with insanely high stats, or if you're using assassin17's 255 stats patch.

Description from the readme:

In the original version of FF6 (FF3 SNES), Battle Speed was a config option which changed the speed of enemies only. It would be possible to make the game substantially easier by simply setting the option to 6, so that enemies couldn't attack you very quickly. If you've played FF7 as well, you know it also has a battle speed option, but this affects both players AND enemies.

The speed mod patch will change the Battle Speed option in the config menu so it works like FF7. When you change the speed in the menu, it will actually alter the speed of the entire battle, i.e., both players and enemies' speeds will change. Some argue that this is a fix, while others would call it a mod. I'd like to think of it as a fix myself, but I know the game designers probably intended it the way they made it in the first place, so I'll call it a mod for now.

The speed overflow error was simply an oversight by Square. The game adds 20 to a character or enemy's speed in the formula, but doesn't bother to check for an overflow - thus, when your speed reaches 236, the game adds 20 to that, and well, it rolls over to 0. They didn't anticipate any character in the game ever having a speed over 235, so they didn't bother to add an overflow check for it. Because the Battle Speed mod saves 2 bytes, and I was able to optimize the code and save another 2 bytes, this allowed me to add an overflow check in the extra space I created. This fix will only really help if you plan to have characters with unnaturally high stats in your game. If you are using Assassin17's 255 stat cap patch, you'll probably want this patch as well. Unfortunately, I can't separate this fix from the speed mod patch, since I can only find 1 other byte I could possibly remove, and I'd need to remove two more bytes. However, I expect anyone who uses the overflow fix will also want the battle speed mod, because if you're using either of these, you're probably making some sort of challenge hack.

The other three patches are for your convenience, to save you a little bit of work if all you want to do is apply these patches and you're not altering enemy stats. By affecting characters with the battle speed menu option, it basically permanently makes battle speed equal to 1 (the fastest) no matter what option you have it at, but simply changes the actual speed of the battle. Battle Speed 1 might be too fast for some people, so I have a solution. Using the same formula the game uses, I calculated what an enemy's speed would be after all the calculations on Battle Speed settings 3 and 6 of the normal game (since these, along with 1, are the ones most often used.) Then, I went through and altered the speed of every single enemy in the game to reflect what the speed would be on those settings. Say you wanted enemies to be as fast as they are on setting 3 of the normal game, but you still want battle speed to affect both characters and enemies. Simply apply the battle speed mod + speed overflow fix, and then apply the enemy speed mod for setting 3, and there you go.

[attachment deleted by admin]

Description from the readme:

All this patch does is gets rid of the experience bias based on how many party members you have. There are two versions of this patch: One divides experience by 4 (as if you have 4 people in your party at all times) and the other divides experience by 1 (as if you have 1 person in your party at all times).

Why is it called "Party Hard"? Well, I couldn't think of a better name for it, so leave me alone. :P

This patch doesn't save any space, and it doesn't optimize the code in any way - all it does is change three bytes in C2/5DEA. I'm sure it could be better coded to save space, but that's beyond my capabilities at this point. I only briefly tested this, but I highly doubt it'll cause any errors.

On a side note, this is my first ASM hack. Hooray! (I know I know, 3 bytes is hardly worth cheering about, but hey, each byte is a step in the name of progress!)

[attachment deleted by admin]

The game freezes after displaying how much experience you gained after a battle. This is using a clean, headered, 1.0 version of FF3us.

The reason being is that I've found much of the game data in the GBA ROM, enough to come up with a legitimate difficulty hack for it. Pretty much any raw data that can be edited in FF3 Multi Editor can be found in the FF6 Advance ROM, as most of it was copied directly over. However, unless I can fix the quicksave bug, I don't see any use in hacking this game. For those who don't know, the quicksave feature has a bug where if you quicksave from one save file, then start a new game, kill yourself and reload the quicksave, the characters you had in your party in the new game will have the same levels they had in that new game, but still have all the stats and HP of the old game. In fact, the HP will bug out and increase much higher than it should be.

Now you may be asking yourself why I want to hack FF6 advance, when the original game is so much better documented and has many more tools to use. Well, the main reason is because I want the bonus dungeons in my game. It would be much harder to create a replica of both bonus dungeons in the SNES version than it would be to just alter stats and stuff in the GBA version.

Gaming Discussion / FF7 PC mod - has anyone seen this?
« on: June 02, 2010, 12:50:35 AM »

This is awesome. I especially like the mp3 replacement feature, and the 9999 damage/hp limit crack. The game is even more exciting to play than the PSX version with this mod, plus, it includes a hardcore mode for all you FF7 masters.

Game Modification Station / FF1 ROM expansion
« on: May 19, 2010, 04:54:14 PM »
Hey, it's been awhile since I posted here, but I figured this would be a great place to seek out the answers I'm looking for.

As some of you may know, AstralEsper of the GameFAQs message board is working on an extensive bugfix/balancing hack of FF1. Now, I've been offering my assistance by creating custom music for it. We managed to implement my remixed version of the Chaos theme (from Origins) into the game (check it out here.) Now, I've been looking for ways to add more music, but it seems I've run out of space to do so.

While I was searching through the documents at RHDN, I came across a FF1 ROM expansion document by Disch, and the steps he outlined appear to be very straight-forward. Just double the size of the ROM in a hex editor, and move all the data starting at $3C010 all the way to the end. Okay, let's say I do that. Now I need to move some of the free space down to where the music data is, which means shifting the data from around $3A### (where the music data ends) to $3C010 down approximately 4000 bytes. My question is not only would doing this work, but also, if there's anything important in that section I need to watch out for, such as misdirected pointer bytes. Also, how far down could I shift this data without messing up the game? I assume it can't roll over past $3FFFF, but if it can, great - more free space to work with. Also, how would having nearly 256 kb of empty space affect the game itself? The only thing I'm looking to add right now is music data.


So I decided to test it out myself, just to see if it actually works. I followed Disch's instructions exactly. First I expanded the ROM to 512 KB (from $40010 to $80010, or, more technically, from $4000F to 8000F), then I copied all the data from $3C010 to $4000F (the guide says to copy all the way to $40010, but there is no data at $40010, since it technically ends at $4000F). I pasted that data starting at $7C010, and the data ended at $8000F like it was supposed to. Then I changed byte $00004 from 10 to 20, to show the size was doubled. At this point, the expansion should be complete, right? Well, I tried loading the ROM to see if the expanded ROM runs, and it doesn't work. Nothing loads at all. What did I miss? I followed all the steps correctly. Is this guide wrong, or is it just missing something? I never expected ROM expansion to be that easy, especially for a NES game, but the guide makes it seem so.

General Discussion / My latest musical piece
« on: November 20, 2009, 12:59:49 PM »
Yeah, it's another battle theme, but I'm pretty happy with this one. I'm getting a lot better at making music...well, I guess I should say I'm having an easier time navigating through my midi-making program :P

Anyway, you can listen to it here.

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