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« on: April 06, 2017, 01:14:15 PM »

Hello guys, I'm Baransu.

I've been following this site for quite sometime ever since the release of the editor but never really got around to joining it until now.

There's quite a few patches on this site that i'm interested in playing around with such as the Intellect patch as I like the idea of having a dedicated offense stat for mages since they never really scaled properly to endgame and the PP patch doesn't scale them as evenly as I'd hope. Not too keen about the hex editing part but it shouldn't be too hard once I get the hang of it.

I'm definitely looking forward to be a part of this community.
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« Reply #1 on: April 06, 2017, 08:29:56 PM »

Hey there, welcome!

It's pretty nice to know that you are interested in the Intellect patch! I would just keep in mind that I think I forgot to update the enemy AI to accommodate it so enemy behaviour when using the related buffs/debuff and Break effects may be a little off, but other than that it still works pretty well for its purpose.

It'll be great to have you here I'm sure, and don't hesitate to ask for help if you need it!
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« Reply #2 on: April 08, 2017, 05:59:42 AM »

I've been using your Intellect patch and its working out fairly well so far in terms of expected damage. However whenever I use the buffs, the game displays wrong values compared to amount that the character is supposed to be receiving. The debuffs on the other hand seem to work out alright although they wear off a little too quickly for my liking.

One other question, is there any particular order in which I should apply these patches? For example would using the Intellect patch cause any other patch to break/not work properly?


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« Reply #3 on: April 09, 2017, 01:42:12 AM »

Huh, that's weird. I may have forgotten to correct an error in there somewhere; I'll check later.

As for the debuff effects, how quickly do they wear off compared to the Attack debuffs? If I recall correctly they are supposed to have the same likelihood of wearing off at 30%, so if they tend to wear off sooner than Attack then I may have made a calculation error there as well.

Particular order: Not that I can think of. I know for my patches I usually try to describe a proper order if there is one on the download pages but there is always the possibility that they won't function 100% properly with patches that other people make. I also try to make mine compatible with each other, barring the odd exception. Which patches are you applying?
« Last Edit: April 09, 2017, 02:15:50 AM by Lord Squirtle » Logged

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« Reply #4 on: April 09, 2017, 01:44:32 PM »

They're supposed wear off at a rate of 30%? Strange because they tend to wear off within 1-2 turns of application.

As for the patches that I plan on using, I'm considering:
5% Stat Increments
Reflux Unlimited
Simple Success Rates
Enemy Specific Immunities
Animation Overhaul
Advanced Reviving
Wave Animation
Intellect Patch

If possible, I'd like to come up with a way to nerf the HP% damage that summons, and a way to completely separate Jenna and Piers' classes from Felix/Sheba since they'd crossover at high djinn levels.
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« Reply #5 on: April 09, 2017, 06:03:24 PM »

We've kinda already done that last one.  Most common approach is to drop the damage form 3% per djinn to 2% per djinn.  Some even lock stronger summons behind later turns, though some of us (myself included) think that goes a bit too far.
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« Reply #6 on: April 09, 2017, 06:20:49 PM »

I'm assuming that there's a patch that makes nerfing summons a thing then?

On a side note, it seems as if setting the intellect equivalents to be 20% higher than their physical counterparts is ideal in terms of letting mages deal comparable damage to physical characters. I'd definitely need to do a heavy overhaul in terms of equipment progression and availability since I didn't really like how physical characters could use every weapon type except for Staves/Ankhs in TLA along with the fact that the stuff from Lemuria were overall better than anything you could buy for a very long time. I'm also looking at revamping spells a bit (particular pp costs and power) since there's a lot of redundant/underused spells.
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« Reply #7 on: April 10, 2017, 08:13:02 PM »

There is the Simple Summons patch, which replaces the function the game uses now with a byte table where you change the added damage values.

For class separation, you'll either need to use the editor setting or code around it to avoid the editor overwriting your changes. Not really sure how the editor handles that, and it's one of the more annoying features but little can be done unless a fix is made for it.


As for the turn/duration bit, would you mind testing something for me? #08FB8A00 has an instruction to use the value xA5, would you mind changing that to xA4 and then checking to see if anything changes? This part of the code calculates the RAM address of the buff/debuff values and I think I may have accidentally entered the wrong value here.

I'll check the text thing later!


Balance setting: That's good to know. I noticed originally when testing that psynergy either started out the same or weaker, but gradually grew stronger as you progress through the game. Still not quite as strong as warriors in most cases but an improvement all the same.
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« Reply #8 on: April 10, 2017, 08:41:41 PM »

^ Yes, Simple Summons if you want to go down to 2% (With some hex editing of that table...) - Prior to the patch/as it was in original code... I'm guessing it was an optimized switch statement... those can look pretty cluttered in compiled format. (Small switch statements may leave out a pointer table, while larger switch statements include them?)

Atrius's Class Separation Patch only divides the two parties.... so yes, you'll need to code something in... The patch Atrius's inserts is very simply, though... (Probably only like ~4 or so instructions, but I forget.)
Which amounts to... if PC is in second party (PC id >= 4), then add 20 to class type.... and then compares that number with the class types in all the classes to figure out which class you'll be getting. ...
To separate them for each character, it could be as simple as pc id * 20 ... But I not sure if anyone is interested in have a ka-billion different classes with the amount of time and effort it could take to make??


@A5 to A4 ... No, I think that's already correct... you're suppose to get the PC # so you can set the arg for this function:
Quote
080AFFAC = get_elemental_levels(pc,pcDjinnRamAddr,sp) pc can be 0-7 for PCs, or 8+ for enemies.; Return 0.
Which in the Intellect patch, should return the total of all elemental levels. (No longer is 0.)
Now days, I'm kind of curious if calling that function was a good idea or not....?  .... Hm.... I figured it doesn't matter much.
« Last Edit: April 10, 2017, 09:02:58 PM by Fox » Logged

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« Reply #9 on: April 10, 2017, 09:13:03 PM »

Oh yeah, oops! It's been a while; I'll check that again later.
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« Reply #10 on: April 11, 2017, 01:29:35 AM »

I'm only really interested in completely separating Jenna and Piers from their counterparts since Felix and Sheba only really warrant having a different base class compared to Isaac/Garet although the problem of having to copy paste the stats over still exists. Maybe I can look at one of the hacks on this site and see some possible solutions for it.
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« Reply #11 on: April 11, 2017, 04:39:10 PM »

Makes sense!


One more question for you; what are the Luck stats of the characters recovering from the Intellect debuffs?
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« Reply #12 on: April 11, 2017, 11:11:59 PM »

Luck is based off total element level right? Then its 9 on Sheba/Jenna/Piers and 8 on Felix, while their vanilla luck stat turned agility is 7/4/6/3 on Sheba/Jenna/Piers/Felix respectively.
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« Reply #13 on: April 12, 2017, 03:37:02 AM »

Sounds good. No equipment bonuses either I assume?


I'm going to be kinda busy over the next couple days or so, but I'll try to squeeze a fix or at least a little research into my schedule soon. You can check around #08124828 if you're familiar with thumb/assembly at all, since the code that checks the Intellect buffs should be around here. If not then that will be the first thing I look into (I have VBA open and everything)!
« Last Edit: April 12, 2017, 03:40:45 AM by Lord Squirtle » Logged

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« Reply #14 on: April 12, 2017, 04:51:20 AM »

Take your time, no real rush on my end for you get this fixed right away when most of the stats and stuff for the hack need to be planned out, not to mention that patches need to be applied to the rom.

The only equipment bonuses were +10 HP and +50 Wind Resist on Felix and +15 Wind Power on Sheba. I had set the Intellect buff to Wind but I don't think that has anything to do with it right?

I'm currently trying to figure out how to balance out equipment now that Intellect's an actual stat and Agility got revised to be a single digit stat like Luck was. Not quite sure if a weapon type that buffs agility would be a wise idea in this system unless the light blade characters had lower agility modifiers overall barring Ivan.
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Cbox
January 17, 2018, 04:07:51 PM
KyleRunner: :D
January 16, 2018, 08:44:56 PM
Fox: I must say... life can be complicated..... when you have question(s) (via email) ... and it seems like they sort of get ignored. :D ; Fun, (And sometimes, a person may respond, and completely not answer the question.... so like... 3-person conversation.) Hahahaha!!
January 15, 2018, 07:26:16 PM
Fox: (path) 1 text=(address) char=(address) free=(address) ; << Well, closer to this... but yeah... even if I do choose to have defaults in the code, I could still use this method for overrides.
January 15, 2018, 07:24:28 PM
Fox: So like (path) 0 text=(address) char=(address) len=(number) ; (path) 1 free=(address) ; Or something. But that's just a quick example.
January 15, 2018, 06:59:14 PM
Fox: Hopefully. I was wanting to make it so you could put in the addresses/etc. as one of the arguments in the path. Hm?
January 15, 2018, 03:37:07 PM
KyleRunner: Nice! I hope you'll add compatibility with others games (GS1, Mario Golf and Tennis) soon.
January 14, 2018, 11:40:09 PM
Fox: Okay. Posted (in Downloads section) an initial cutdown version for now, for my text compressor. Basically to separate the code from my Editor for anyone who wants to mess with it. It only supports GS2, because I still didn't add the addresses/etc. for the other games.
January 14, 2018, 05:01:00 PM
Fox: Okay! Going to need to think how I want it to work. Initial thoughts is maybe have a number of arguments in the filepath thing. And have a number of shortcuts (files) to be used as examples. Assuming there are no problems.
January 14, 2018, 10:38:24 AM
KyleRunner: Well... I'm used to editing text ina a text editor, so... yes! Thanks in advance!
January 13, 2018, 11:38:43 PM
Fox: (Text editor = Text Document like notepad.)
January 13, 2018, 11:38:21 PM
Fox: Would you prefer during the text editing in a text editor? (Like what gstoolkit lets you do?) I could probably make a separate tool or something to compress it.
January 13, 2018, 10:10:02 PM
KyleRunner: Ok. Once I finish my Lost Age translation, I'll try a Mario Golf one. Thanks. (But I'll need help).
January 13, 2018, 10:03:17 PM
Fox: If you want to make it "permanent" (part of a hack), then you'd edit code in the ROM that writes to this location of the IDs you'd want to change. (You can find these locations by using a breakpoint debugger like SDL-H or no$gba.)
January 13, 2018, 10:00:11 PM
Fox: Reload/switch = Recommended to be done through Debug mode/warp menu, ofcourse... since doors seem to appear as if they were disabled? ; 03001238:01 and B+Start to get to warp menu.
January 13, 2018, 09:55:39 PM
Fox: @Kyle Runner = It might be, but you'd have to use the correct addresses for Mario Golf, rather than for GS2 as I have it right now. ; @raijinken = Yes. 02000454 = ID of leader. (Change this and reload/switch room you are in, enjoy.)
January 13, 2018, 02:23:29 PM
raijinken: Hey guys, is it possible to somehow change the lead character on the map? Was wondering. I remember there was a cheat to use Jenna, but what if I wanted Isaac, or Piers?
January 13, 2018, 02:10:03 PM
KyleRunner: Hey, Fox *
January 13, 2018, 02:09:37 PM
KyleRunner: Hey, is your text editor compatible with Mario Golf (GBA)?
January 11, 2018, 08:33:13 PM
Fox: But if it isn't an oversight, I still can't imagine it being that useful.
January 11, 2018, 08:28:24 PM
Fox: part, ofcourse.

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