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Simple Success Rates
Simple Success Rates.ips
Filesize: 145B  Views: (1688)  Downloads (214)  Last Download: June 16, 2019, 01:28:00 PM 
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Description: Update: Slightly moved the base function a bit. It's not necessary at all to update unless you want to use the Unleashes Unleashed patch, in which case it's mandatory that you install this new patch first.

Howdy everyone! This is basically another optimizing patch, but this time for ailment success rates. I modified the function at #080B0514, and it even takes up less space than it did before now!

Basically, the game loads a byte from (080B053C + ability effect ID) and checks to see if it is less than 151 in decimal. If so, then the success rate will be based on luck and the formula. If not, then it will subtract 151 and use the resulting number as a flat success rate. Two examples of what I mean below:

Sleep normally has a 45% success rate based on the formula. It's value, in hex this time, is x2D. This is less than x97 (151), so it will be based on the formula.

Revive (60%), on the other hand, normally has a 70% flat success rate (xDD, or 221 this time). Because it is greater than 151, it will subtract that amount and ignore the formula like normal. This means that you have to add 151 (decimal) to the success rate you want to use when editing it in.

Edit for clarity: You can have anywhere from 0-150% for base success rates that use the formula, and 0-100% (151-251) for flat success rates that do not use the formula.

Notes:
Unlike the previous function, this one covers every ability effect and leaves a tonne of space where the old code was; plenty of room for a new function or two. However, I left the NEG and POP instructions in the original spot, as whether new functions or success rates for additional ability effects should go in here is up to whoever uses this patch.


Edit: Whoops, forgot to actually give the address for the actual list in this description. Fixed!

Edit 2: Turns out I left an extra instruction in there by accident; thanks for pointing it out Caledor! I fixed the download, which can be applied over the old patch with no problems.
Posted by: Salanewt May 11, 2015, 01:50:16 AM

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JamietheFlameUser
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February 19, 2016, 01:44:48 AM
Is the table address given here accurate to the previous version of this patch? 'cause I'm finding totally random data at that address in a hack I made that uses an old (pre-Unleashes Unleashed) version of this. I'm certain I didn't edit the activation rates of the first 8 ability effects (0-7) at all, but I'm not seeing 0xFB as their values

Edit: Never mind! I'm just an idiot lol. Apparently I hadn't actually used the patch yet on my previous version.
Last modified by: JamietheFlameUser February 19, 2016, 02:56:50 AM
:P

Lloyd: Easy as pie.
Genis: Sweet!
Presea: ...Sweetie pie...
Zelos: Let's not start on this again...

Spoiler for epic mindscrew:

Salanewt
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January 25, 2015, 12:28:28 AM
Oops, I think you're right; must have accidentally left that first one in from a WIP version of the function. I'll update with a fix momentarily.

Edit: Fixed! Thanks for finding that!
Last modified by: Salanewt January 25, 2015, 12:46:08 AM
Oh yeah baby, £ me harder.

Fusion is just a cheap tactic to make weak Adepts stronger.

Yoshi's Lighthouse is a hacking website in progress. Why not check it out if you like Yoshi or the Mario & Luigi games?
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January 23, 2015, 12:43:26 AM
Squirtle please check your function at 080B0514, I think you're adding r0 and r2 twice at 080B0518 and 080B051A, making the LDRB miss its mark.


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Yesterday at 01:49:41 PM
Salanewt: Two weird posts about hacking in a week.
Yesterday at 04:34:53 AM
Salanewt: Lol.
June 16, 2019, 06:54:57 AM
Fox: This place is depressingly too quiet.
June 03, 2019, 07:55:18 PM
Fox: I wonder if Atrius would be interested in how my map editor would be shaping up... even if it is a bit.... messy.  - As for Textcomp being compatible with more games.... maybe some day = I would like to do that...., but it isn't on my priority list right now, unfortunately. :(   
May 29, 2019, 10:55:32 PM
KyleRunner: Fox, could you, please, make your Textcomp compatible with more games (Mario Golf and Tennis)? 
May 27, 2019, 10:10:08 PM
Caledor: I released a patch that does just that. It's in the download section
May 26, 2019, 04:47:43 AM
ryancaesar12345: and how to change a elemtal color like steam normal violet change to blue?
May 25, 2019, 02:53:49 PM
ryancaesar12345: i saw in reloaded too many icon replace or changes and shade and flash decrease block damage 60 and 90 to 50 and 60 i think summon % hp damage decrease class separation change the treasure items the effects are change 
May 25, 2019, 02:22:15 PM
Fox: Another thing about the Separation Patch and why we need PC based class type charts = With Atrius's patch = If you set all eLevels to 0, ... then when you get djinn of just one type, and each PC becomes something... well... Jenna/Piers would have the same base classes as Felix/Sheba... ... but this is concept-wise to show that something may be given up.....
May 25, 2019, 02:12:36 PM
Fox: "overwritting it" I mean the data in the buffer... not the originally file you loaded. - That only ever gets overwriting via the Save/Save As buttons.)
May 25, 2019, 02:07:44 PM
Fox: That being said, any newer version made, won't necessarily be compatible to an older version of gsmagic. It all depends on what I do.
May 25, 2019, 02:04:52 PM
Fox: The way I have it now - there's a bit of a space limitation for world map editing... that if the data covers more than what it originally does, it will let you know... (Although, it may only tell you after already overwriting it.) - So I'll need to eventually do fixes for that. But as this is an experiment editor, I'm still willing to release partial completions at times... for sake of concept,
May 25, 2019, 01:59:36 PM
Fox: (The absolute latest version of my editor is WIP/has not been released.... and I was hoping to feature World Map tilemap editing.)
May 25, 2019, 01:55:00 PM
Fox: (Careful with some editors though.... as you'll need to understand GBA is little endian... so some hex editors might show the data as Big Endian.... basically little endian is reverse bytes. (so AA BB CC DD as 8-bit/bytes.... becomes DDCCBBAA as a 32-bit)
May 25, 2019, 01:51:30 PM
Fox: tla editor... bt rather... to google for a hex editor... such as HxD, Windhex, Hex Editor Neo, etc... and use that.... Or you could just do it in VBA's memory viewer for temporary edits. (You can still save the ROM section by saving a dump, and changing from .dmp to .gba, though... but that takes a bit to explain.)
May 25, 2019, 01:49:40 PM
Fox: I thought maybe I would need to clarify.  - gsmagic is my experiment editor.  It can be found on this forum. (e.g. http://forum.goldensunhacking.net/index.php?topic=2805.0 has it, but is not the latest version of my editor.) ; Those patches - applying them is for making them easier to edit via a hex editor.... Since originally it is done in assembly... a bit of a mess for editing.... , so those patches turn that data into table(s).... ; When I say "hex editor" = No, I don't mean to use the 
May 25, 2019, 01:27:51 PM
ryancaesar12345: i dont understand a thing simple success rate and simple summon  .ips files how to understand? by patch in original rom and view in gs tla editor?
May 25, 2019, 01:26:12 PM
ryancaesar12345: gsmagic? what is that and is that a editor where i can download that?
May 25, 2019, 01:03:43 PM
Fox: gsmagic only really supports GS2 (U) as well... While there is minor support for GS1 (Mainly to view maps), can't really say it counts yet.
May 25, 2019, 01:00:10 PM
Foxhttp://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=59 = And the Simple Summons thing... (Hex editor experience expected..) ... For all three of the hex editor experience stuff... I mean just basic knowledge should be enough to get by.

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