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Messages - Lenophis

1261
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?

1262
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.

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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:

1263
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:

1264
Gaming Discussion / Re: FF3/6 - SrBehemoth
« on: August 22, 2008, 12:12:55 AM »
NoYes and no. The live SrBehemoth is never supposed to appear on the Veldt (FF6A broke that), though I'm a little curious how they approached the item drop issue.

1265
Gaming Discussion / Re: FF3/6 - Auction House
« on: August 21, 2008, 03:29:56 PM »
I believe the two espers and the Hero Ring are the only unique items in the auction house. Yeah, sucks.

1266
General Discussion / Re: Can-can
« on: August 21, 2008, 02:02:41 AM »
* Lenophis remains confused...
:sad:

1267
Perhaps Zyth should be alerted to this rather huge corruption issue then?

1268
I spent four hours or more in that editor and it was all worthless.   :lame:
How much testing did you actually do when you were making these changes?

1269
General Discussion / Re: Can-can
« on: August 20, 2008, 01:59:26 AM »
* Lenophis is confused

1270
Gaming Discussion / Re: FF3/6 - Understanding Gogo
« on: August 19, 2008, 04:50:51 PM »
Are you trying to figure out the menu itself?
I have a very good chunk of the menu figured out.

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(I've already posted a link to the yellow streak fix, unless that's not what you're looking for...)
No, I was referring to this:


"Graphical glitches" is putting it lightly. Although, it's his patch, and it's not up to me to fix it and clean up his mess for him...

1271
Gaming Discussion / Re: FF3/6 - Understanding Gogo
« on: August 19, 2008, 04:02:19 PM »
Anyways..

http://www.geigercount.net/crypt/index.html
Suddenly JCE's screenshot of the skills menu bleeding into the status menu is making sense. Let's see what this is breaking...

1272
Gaming Discussion / Re: FF3/6 - Understanding Gogo
« on: August 19, 2008, 03:15:04 PM »
I started to amend my state later in the original post (mind drifting often is not a good sign for me).
I think both of us were bitten by that. :isuck:

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While I was writing that, I was trying to figure out which commands never show up.. (thanks to the guy who made the "Select Any Command" hack)

This includes..
Morph
Revert
Leap
Health
Shock
Row
Def.
Mimic
Magitek
:eek: And where is this patch?

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My reply was I thought you didn't understand how Gogo's command list was derived from. My fault there. AFAIK, there's a fix for the Yellow Streak bug, but I totally forgot who was responsible for that....
I had a pretty good idea of what was behind it, but I'm still not 100% certain of what's going on. My "Throw is supposed to be the command with the yellow streak" was added because the commands were out of order.

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Rereading your post.. I have no idea where the code that controls his command list comes from.
* Lenophis looks in JCE's general direction again...

1273
Gaming Discussion / Re: FF3/6 - Understanding Gogo
« on: August 19, 2008, 02:32:51 PM »
This is true, but I think it has to do moreso with how his list is initiated. Once a character is introduced, their command set is probably added to the list.
The order is Terra, Locke, Edgar, Sabin, (then it's out of order because of the scenarios, since it's between Cyan, Gau, and Celes), Setzer, Shadow (he is forced on you when you leave for Thamasa), Strago, then Relm. Mog, Gogo, and Umaro are never forced on you.

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It is added in the order that the characters are listed in. I suggest you take a look at Gogo's full command list.
I have, several times.

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Take a look at how it matches up with the characters you get in the order is it stored internally.
Based on this statement, there should be some variance in that menu based on when you recruited everybody. However, going back to this:

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It is added in the order that the characters are listed in. I suggest you take a look at Gogo's full command list.
The order is always Fight/Jump, Item, Magic/X-Magic, Steal/Capture, SwdTech, Throw, Tools, Blitz, Runic, Lore, Sketch/Control, Slot/Gil Toss, Dance, and Rage.

And for reference, character ID's are as follows:
Terra - 0
Locke - 1
Cyan - 2
Shadow - 3
Edgar - 4
Sabin - 5
Celes - 6
Strago - 7
Relm - 8
Setzer - 9
Mog - 10
Gau - 11
Gogo - 12
Umaro - 13

Aside from the commands everybody gets (Magic and Item), the list follows that order. However, some commands are excluded (Morph, Revert, and Leap).

Now, going back to my thought in my previous post...

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An old FF3USHT completed game:
This list is severely out of order to what it should be.

That's what drew this:

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Ok, I do know that there is something funky going on. Throw is supposed to be the command with Gogo's screwed up portrait. There must be data for this, so where is this data?

To which you made a snarky reply:

Do I have to spell it out?
I fully understood what you said previously.

I'll state my question again. There has to be some data controlling it, since I haven't found any code yet excluding commands or determining the order for it. Where is it?

1274
Gaming Discussion / Re: FF3/6 - Understanding Gogo
« on: August 19, 2008, 01:41:40 PM »
Ok, I do know that there is something funky going on. Throw is supposed to be the command with Gogo's screwed up portrait. There must be data for this, so where is this data?
* Lenophis looks in JCE's general direction

1275
Gaming Discussion / Re: FF3/6 - Understanding Gogo
« on: August 19, 2008, 01:02:12 PM »
What does recruiting have anything to do with Gogo's command list? It has absolutely zero impact. I would've thought you knew this.
I read somewhere that the characters you get means Gogo gets their commands added to his list. I'll do some inspecting, and see what turns up.