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Messages - Lenophis

1246
Sounds like a move to try and bolster the sales. Considering how well the Xbox360 and PS3 are doing, I can't say I'm surprised by this. They know the PS2 is still a live system, and that the next-gen systems in general aren't that good. I'm more looking forward to Warriors Orochi 2 next month. :happy:

1247
Pandora's Box / Re: Screenshots!
« on: August 27, 2008, 01:57:14 PM »
Some of you may remember this from a long time ago:



That was implementedmodified a very long time ago, not long before or after I made this. Recently though, we thought it would be a good idea to expand it, and make it more appealing.

I present this:



:cycle:

:edit:
Where's an idea when you need one?!

1248
It's because Gogo doesn't have a spell block in the SRAM. Espers will relentlessly try to teach magic even if they shouldn't. I'd rather not mess with the engine in that regard.

1249
I had just checked the site not more than 2 or 3 days ago, and never saw this. It is indeed awesome news. :happy:

1250
Is there a fix for that?

The game is very specific with this behavior, so the only "fix" to the problem would be to either extend the commands necessary to include MP, or break it altogether. My Summon This patch addresses the issue by adding Summon to the list of MP-including commands.

Quote
The only reason why I bring this up is because the FF3USHT uses it a bit.. so it needs to be fixed or change for some of the existing set of weapons.
Methinks you're putting this thread in the wrong location then... :hmm:

1251
See how Gogo isn't able to critical hit? Well, it has everything to do with him/her/it not having the Magic/Lore command.
Ahhhh, this old problem. As you have no doubt deduced, MP isn't copied to the battle buffer when the battle starts if those commands aren't present. Their MP is set to 0.

1252
Gaming Discussion / Re: FF3/6 - Monster Name Cleanup
« on: August 25, 2008, 12:39:21 PM »
Do I need to put up a movie to demonstrate the issue?
No, it's just that battle engine quirks are not my area. You'll have to wait for one of a couple people that know it far better than I do.

1253
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 24, 2008, 12:46:58 PM »
I'll take a guess and that it was pre-Item Icon Expansion for Arrange, in other words assassin hadn't made that patch yet. He knew about adding icons and them disappearing, and this was the best way to approach the problem. But one thing bugs me...

Quote from: Readme
  - late March: JCE3000GT asked me for help on stopping Arrange from killing any items with custom icons.  I figured out the cause of the problem (it didn't take much time because Imzogelmo already had lots of the relevant code commented), and said I'd make a patch eventually.  Secret of Evermore projects, The Jump Megafix, and being a lazy bastard all pushed this out of focus for nearly six months.  Apologies for the unanticipatedly huge delay.

It would only be true if it were before October, 2005. :tongue:

1254
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 23, 2008, 01:03:50 PM »
Mute status isn't saved out of battle (there's 4 status ailment bytes, mute is in byte 2). Unfortunately, only status bytes 1 & 4 are saved, and I really want to believe that they could've organized it better...

1255
General Discussion & Support / Re: FF3USHT Bug Fixing?
« on: August 23, 2008, 12:39:11 PM »
If "learning" teaches normal spells, Gogo will never be able to learn them, ever. He has no spell block in the SRAM (neither does Umaro, for that matter).

1256
Gaming Discussion / Re: FF3/6 Drainer+Atmaweapon
« on: August 23, 2008, 02:56:55 AM »
I believe it's after the drain, though I'm not 100% sure on it. Considering the damage done will be updated if attacking ones-self is my reasoning behind this.

1257
Gaming Discussion / Re: FF3/6 - SrBehemoth
« on: August 22, 2008, 02:17:17 PM »
The undead behemoth's death animation is incorrect because the non-present living one is technically still "alive" at the end of the battle. A very simple battle script change fixes it but I'm not going to update the patch just yet, I want to make an unheadered patch as well, and I'm not going to do that until tomorrow. Unfortunately this fix will mean it'll no longer work with hacks that edit the AI, which is just about all of them.
I would hold off on that, actually. Say somebody has made a semi-comprehensive hack, and then they patched this. There's going to be a ton of AI problems (assuming any of it was changed, also assuming it wasn't moved) which will probably wind up breaking it. I'd be more inclined to mention it in the readme. :hmm:

1258
Gaming Discussion / Re: FF3/6 - Monster Name Cleanup
« on: August 22, 2008, 02:37:05 AM »
I'm not really sure what you're asking here. Some clarification, perhaps?

1259
Gaming Discussion / Re: FF3/6 - Equipment Menu
« on: August 22, 2008, 01:05:05 AM »
For weapons.. is the hidden weapon power (???) hardcoded to the weapon, or is that some bit that noone knows about.
Hard coded to the weapon:

Code: [Select]
C3/879C: 7B      TDC
C3/879D: A54B    LDA $4B
C3/879F: A8      TAY
C3/87A0: B96918  LDA $1869,Y (Items currently in inventory)
C3/87A3: C91C    CMP #$1C (Is it the Atma Weapon?)
C3/87A5: F019    BEQ $87C0
C3/87A7: C916    CMP #$16 (Is it the Soul Sabre?)
C3/87A9: F015    BEQ $87C0
C3/87AB: C951    CMP #$51 (Is it the Dice?)
C3/87AD: F011    BEQ $87C0
C3/87AF: C952    CMP #$52 (Is it the fixed Dice?)
C3/87B1: F00D    BEQ $87C0
C3/87B3: BF1450D8 LDA $D85014,X (Load attack pwr, strength of item X)
C3/87B7: 20E004  JSR $04E0
C3/87BA: A24386  LDX #$8643
C3/87BD: 4CC004  JMP $04C0

C3/87C0: A0718D  LDY #$8D71
C3/87C3: 20F902  JSR $02F9      (display "???")
C3/87C6: 60      RTS

Granted, there are enough bits in the item data to where it could be changed to be a bit, but for whatever reason they chose this method.

Quote
For armor, some weapon/armor don't auto equip (like the Imp set of equipment) via Optimal. It doesn't seem to be triggered by the Imp bit, so are these hardcoded or are related to the same bit weapons use (the hidden weapon power bit) so they aren't auto-equipped?
Optimum goes by ID number. The higher number has the priority (which is why Ragnarok is always equipped over the Illumina). The game actually makes no attempt at all to check for power (attack or defense) when equipping. There are some items though which will never be selected for Optimum, ever. These items are Cursed Shield, Thornlet, Imp Halberd, Tortoise Shield, Titanium, Imp's Armor, Atma Weapon, Drainer, Soul Saber, and Heal Rod.

That's a bigger list than I remember. :blush:

1260
Gaming Discussion / Re: FF3/6 - SrBehemoth
« on: August 22, 2008, 12:22:32 AM »
Normally, I do some Veldt scavenging for items (that means Gau get some Leap time, I mean, I'm crazy), and I do actually try to get the Snow Muffler because it's practically overpowered...
You and a lot of other people, because the Snow Muffler is completely worth it. :happy: (See? Even Gau agrees.)

Quote from: Glitches and Bugs guide
SrBehemoth rips you off -

Both the living SrBehemoth and the undead SrBehemoth give up Behemothsuits as win items.  While that sounds good, most veterans will recall that the prize for the duel SrBehemoths battle in the Cave in the Veldt is actually one BehemothSuit and one ThunderBlade, or in very rare cases, perhaps a Jewel Ring instead of the blade.  The monster stats guide and the ROM itself both claim the former about both monsters giving up BehemothSuits, so now the question is why so many people claim the latter is true.  That, unfortunately, is because it is true, due to a bug that occurs as a result of the formation switch that brings in the undead SrBehemoth.  The two monsters are not only in seperate formations, but also in seperate slots; the living monster in slot 1, undead in slot 2.  What was supposed to happen was that by not having the monsters in the same spot, the win data from the living SrBehemoth would be carried over to the new formation containing the undead version, resulting in your getting 2 BehemothSuits.  What happens instead is that when the battle ends and the game goes to check for win items, it reads the first formation slot for the monster number needed to retrive win item data, and gets FFFFh, the number that says there's no monster in the slot.  Since the game did save the data that says you defeated the monster in the first slot, it will try to retrive the win data anyway, and ends up going to offset 1031FE, where the common win item is listed as a ThunderBlade and the rare item a Jewel Ring in FF3us.  Keep in mind that in FF6j and the PS versions, these are not the same.

I suppose to fix this some spare ram would need to be used. :hmm: