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Messages - LandonRayW

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Castlevania - Symphony of the Night - HardType v2.1

This patch is a difficulty and re-balance modification of the PSX NTSC-U version of Symphony of the Night.

Enemy HP and Attack have been increased. Equipment has been re-balanced. The Crissaegrim, Vorpal Blade, and Mablung have been removed from the game. Special attack mp costs have been increased.

v2.1 Changes
vorpal blade removed
tweaked duplicator

Misc. Gameplay Releases / Re: Final Fantasy X Punishment
« on: 2013-03-08 19:43:16 »
No, sorry.

Final Fantasy X - International - Punishment v1.2

This patch is a difficulty modification for the PS2 International NTSC-J version of Final Fantasy X.

Strength, Magic, and Evasion nodes on the Expert Sphere Grid have been re-balanced. The Standard Sphere Grid has not been altered. Stat boosting sphere drops have been removed from arena monsters. Enemy HP, Strength, Magic, and Agility have been increased. Some enemies have higher Luck, Accuracy, and Evasion. Enemies have higher status resistances. Bosses have more status immunities. Damage needed for overkills has been increased.

re-balanced magic nodes on the expert sphere grid

FF8 Gameplay Releases / Re: Final Fantasy VIII Requiem
« on: 2012-11-12 05:33:37 »
Some of the specifics are in the change log, but I don't have a document detailing every change. As far as junctions go, most junctions have been halved in effect.

FF8 Gameplay Releases / Re: Final Fantasy VIII Requiem
« on: 2012-11-09 21:03:05 »
At the moment I'm not planning a PC release, however eventually I may.

FF8 Gameplay Releases / [FF8PSX NTSC-U] Requiem (v1.2.1)
« on: 2012-11-07 07:51:51 »
Final Fantasy VIII - Requiem v1.2.1
A difficulty and re-balance patch for the PSX NTSC-U version of Final Fantasy VIII.

(download link not currently avaliable)

FF8 Tools / Re: [RELEASE] IFRIT - FFVIII Enemy editor 0.10
« on: 2012-10-19 22:31:08 »
Enemy level formulas are set in the last 8 bytes of each scene block. Scene blocks are 128 bytes.

FF8 Tools / Re: Carbuncle - FF8 kernel.bin editor
« on: 2012-09-11 02:24:15 »
1DD2E8 in the actual disc image (not FF8.img) on the NTSC-U version.

Chrono Cross - Time's Anguish v2.1

This is a difficulty modification for the PSX NTSC-U version of Chrono Cross.

Enemy HP, Attack, and Magic have been increased. Enemy Action Points have been reduced.

v2.1 Changes
fixed a minor glitch

FF9 Gameplay Releases / Re: Final Fantasy IX Unleashed
« on: 2012-06-19 03:48:51 »
I wouldn't recommend altering the size of the image.  Thankfully there's a lot of unused space already.  I just use that.

FF9 Gameplay Releases / Re: Final Fantasy IX Unleashed
« on: 2012-06-17 17:49:15 »
I'll likely start more detailed documentation of the scene files once this patch is finished.

FF9 Gameplay Releases / Re: Final Fantasy IX Unleashed
« on: 2012-06-17 17:28:01 »
I'll just post my documentation over at ID.  As I'll be updating it as needed, it will save me some time.

FF9 Gameplay Releases / Re: Final Fantasy IX Unleashed
« on: 2012-06-17 00:32:29 »
I edited it manually.

FF9 Gameplay Releases / Re: Final Fantasy IX Unleashed
« on: 2012-06-16 14:20:53 »
I haven't tested it on the PSP.

I did it all on a hex editor.

Final Fantasy IX Unleashed v2.0.3

This patch is a difficulty and re-balance for the PSX NTSC-U version of Final Fantasy IX.

Enemy Alterations
Regular enemies have had their speed, defense, magic defense, strength, and magic altered. Later in the game evasion, magic evasion, and status immunities have been altered. Some alterations have been made to class, level, elemental defenses, and abilities. In addition, almost all bosses have extra status immunities as well as native abilities such as Auto-Protect and Auto-Shell. Some steals have been altered.

Character Alterations
Character starting stats have been altered. Base Spirit has been increased.

Equipment Alterations
Some equipment teaches different abilities. Stat boosts have been removed. Weapon attack power has been reduced. Some weapons inflict different status effects. Elemental absorptions and nullifications have been changed to 50% damage reduction (except for the ultimate weapons). Defense, Evasion, Magic Defense, and Magic Evasion have been reduced.

Ability Alterations
Some abilities have been replaced. Spells generally cost more MP and have lower attack power. Abilities on physically based characters (Zidane, Amarant, Freya, and Steiner) often cost 0 MP. Gravity and Status attacks have higher base hitrates.

Added Rare Steals
Ash - Brave Suit
Behemoth - Circlet
Chimera - Bracer
Iron Man - Grand Armor
Ozma - Excalibur II
Stilva - Grand Helmet

Ultimate Weapons
Each ultimate weapon has been imbued with the power of a single element granting it an elemental attack, an elemental damage boost, and an elemental absorption of the opposite element.
Ultima Weapon - Holy, absorbs Shadow
Excalibur II - Holy, absorbs Shadow
Dragon’s Hair - Fire, absorbs Ice
Rune Claws - Shadow, absorbs Holy
Gastro Fork - Wind, absorbs Earth
Mace of Zeus - Shadow, absorbs Holy
Whale Whisker - Water, absorbs Lightning
Angel Flute - Holy, absorbs Shadow
Tiger Racket - Wind, absorbs Earth

v2.0.3 Changes
Kuja's spell Dark is not reflectable

Troubleshooting / Re: safer sephiroth hp help
« on: 2012-03-13 02:03:08 »
This isn't the best way to do it, but it works.

In Proud Clod go to scene block 231. Under Enemy Management select Edit Enemy AI. Make sure its on Safer Sephiroth and Pre-Battle. At address 0x00A you'll see Opcode 60 Argument 00. Select the block with Opcode 60 in it, be careful not to select the number but the block itself. Now press 'delete' on your keyboard exactly 132 times. The end result should be a Pre-Battle script that looks like...

0x000 12 2060
0x003 10 402C
0x006 80
0x007 60 01
0x009 90
0x00A 12 2070
0x00D 02 2060
0x010 90
0x011 60 20
0x013 61 0368
0x016 92
0x017 60 20
0x019 61 014F
0x01C 92
0x01D 73

Click done, create your new scene.bin, check the kernel look up, and now you can alter Safer's stats to whatever you want and the AI won't change them.

Let me know if you need help altering Bizarro's HP.

Excellent!  I didn't have Class, Drops, Steals, Blue Magic, or Elemental Defense.  Thanks, again.

Actually, that information is very useful, I'm definitively interested.  I ran some four byte checks for armor, but haven't found anything yet.  Armor stats and elemental resistances would be nice, but locating them isn't really necessary.

Edit:  I'm a bit dumbfounded at my inability to find enemy elemental and status defenses.  The Scene Blocks really aren't that big.  I'm probably staring straight at it, but for some reason I just don't see it.

Also, I need to locate undead status.

Alright, found it.  Mine's not the exact same, but it is pretty close.  I'll play around with it a bit tonight.  Thank You!

Edit:  A couple more things I need to find, enemy resistances (elements and status) and armor data (defense and elemental resistance).  Armor data should be in the SLxx file after weapons, and enemy resists should be in directory 05.  I haven't spent too much time looking for them yet.

Thank you, that's wonderful!  You know what's funny?  I was in the process of altering some enemies, when I noticed that occasionally some of the enemy data is store in the SLUS and Directory 00.  Not much data, just names from what I can tell, and so far only for character based enemies like Steiner and Baku.

Edit: Excellent!  The data is right around 7A600 (around 5E900 in the SLUS file).  Now all that's left is Ability data.  I'm particularly interested in Dragon's Crest, Thievery, Shock, Spare Change, and Frog Drop.  I should be able to track it down, but if you're up to it, I'm sure you could locate it much faster.

Wow, I guess I've got my work cut out for me.  Thanks again for all the information.  This is going to be a huge help!

Yeah, for enemies it is in Directory 05.  Directory 05 works in a similar manner to FFVII's Scene File.  As for PC's, why would ability names be held in multiple modules instead of SLUS file, if the rest of the ability data (except graphical data) was held in the SLUS file?  Then again, Square does like to confuse us.  I guess I might have just answered my own question.

Thank you for the information!  Given problems re-imaging the disc I've been working with the image directly instead of extracting FF9.IMG (930h sectors instead of 800h).  I've noticed that SLUS xxx.xx (whatever it is) is stored before the Root Directory.  I've also noticed that it holds the names for weapons around hexadecimal address 75000.  Ability names seem to be stored at various places in Directory 00.  The first place is in the Battle Module, the second and third are under the Equipment and Abilities section, the fourth seems to be in the Status section, the fifth is some of the last data stored in Directory 00.  These are for Quina's abilities, I haven't check the other character's abilities yet.  So, I am assuming weapon data like attack power is held in the SLUS file.  Where would you think spell power or similar data is stored?  SLUS file or in multiple modules?  Given that the names are held in multiple modules, I'd assume that spell power and the like is also held in multiple modules.

I recently started working on FFIX.  I was able to locate and figure out how to alter enemy stats.  Second, I began working on the Directory, which I botched a bit at first.  However, thanks to some very informative posts by Tonberry, Cyberman, Zidane, and Zande, I was able to figure out what I was doing wrong.  I moved on to looking for statistical data for weapons and abilities (attack power, etc.).  This is where I ran into some major problems.  I assumed the data would be stored in the kernel.  I assumed the kernel would be store in Directory 00.  I've looked threw most of Directory 00 and have not found anything resembling a kernel.  If anyone has any information about where or how this data is stored, I would greatly appreciate assistance.

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