Final Fantasy Forums > Scripting and Reverse Engineering

Mini-game Fixes

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DLPB:
The submarine game is from an earlier build, and so is near identical to Japanese original, and not international. It is much harder and annoying in its current form (slow turning, slow speed)  but I may be able to restore the international version and then have that as an option.

The G-Bike minigame seems to be similar aside from different coloured attack bike?  (I will ask Shademp to verify that again).

The Snowboard minigame is easier to acquire the speed runs.  The speed runs themselves are also slightly easier to achieve the highest rank "Freak".  I will correct this with a patch and allow the patch as an option to restore the International and NTSC difficulty.

Thanks to Shademp for the information. 

I have looked at the code and most of it is fairly straight forward.  The games are all ok now in terms of playability.  Aali just has to add the following changes to his driver:

1. Coaster limited to 60fps not 30fps and add my aimer fix
2. Snowboard limited to 60fps not 30 fps.

The broken odds in the 3D Battler game have been corrected and added to Luksy's touphscript.



Kemlin:
Uh...wow.

Good game, man. I guess I'll wait for Aali's next release. And then...minigames. Ooooh yeah!

DLPB:
I tried to fix a few things:

Sub game turn speed, acceleration, speed etc... and although I found some values, I can't be sure the values originate from exe or external file.  I also can't work it all out myself.

Same for Speed Round propeller bug. 

I have no idea how to fix them properly and so maybe someone else with better assembly knowledge can look into it.

9870d4 is the address for speed data for sub. 

The one thing I have been able to do is return the snowboard minigame time attack to the international difficulty. (times required are in exe starting 00926470).

Someone with more understanding of assembly is needed here.  The 2 things that need to be fixed (or given as option) are international version sub game (values for speed are altered etc), and propeller fix for speed round (gives tons of points) which is not present in international or American PSX.


DLPB:
OK I had to look into some assembly I did not understand and after a wild goose chase around tons of memory addresses I finally found the correct part which sets the scores (005EB476).  From there I could locate the points table and from that find where the original table is.

The coaster points table is found in xbin.bin inside coaster.lgp   If you open xbin.bin you can see at address 10c6ec bytes e8 03 (3e8 = 1000) for the big space ship.

The thing to do now is find the propeller data and make it 0.  That should correct the minigame to be just like the psx version.

edit.  Seems this propeller thing is more than just a score... something else up here.

edit2:  I think I have solved it...  THINK.

=============================================
edit 3: yeah fixed pending some testing.  The issue is this...

The propeller blade has 2 values (2 propellers), both worth 40 points.  The game takes both when the propeller decides to give you the full amount (same thing happens with the boat) and each frame you get 80 points.  317 frames and that is 317*80 = way too many points. Actually it comes to slightly less than that because the game takes 40 points on last frame.  If I am right total points you could gain from the propeller would be this >

I had to record the game and the points I got were:

Main counter total = 25240 (depending on which frame you take it to start).  Of course you can get more beforehand by zapping the propellers.  Seems both worth 40.  The total possible points probably comes out as around

25240+ (35*80) = 28040.  I am guessing near to that value.  Don't take my word on it, that assumes a few things about the nature of the scoring prior to the main accumulator.

In any case, well over 25000 is possible and that's an oversight which I am happy I can fix in M005. 

To fix this issue, the 2 propeller values need setting to 0 points at 10b84c and 10b8ac in coaster.lgp, file xbin.bin

The file includes all records for the enemies you encounter from around 107abc although first  enemy appears at 107e7c.  The game takes a series of 4 bytes from each record.


LeonhartGR:
Aali's new release!!! YES!

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