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Feb 5, 2012 11:16 pm GMT
I think I fixed it so that it gets unset properly, but it isn't pretty. Anyone else care to take a look and see if breaks anything else or if it doesn't work in certain circumstances? More sets of eyes are always useful.
Patch is for UNHEADERED US 1.1 file
Remove header if necessary
Always keep a clean backup
http://www.frontiernet.net/~gt_dragoon/lrfix.ips
EDIT: added version information
Feb 10, 2012 9:19 am GMT
You should really post that to RHDN.
There are more bits than just that... that needs fixing.
Feb 11, 2012 12:16 am GMT
Is it all bits except metallic? Do you have any idea how or where they're stored?
No crits is the one I want next, I can only hope some of the others are at least nearby.
I've got a much more efficient long range fix up now. I would have overwritten the old one, but this hasn't been tested quite as much.
http://www.frontiernet.net/~gt_dragoon/lrfix2.ips
The first fix had a JSR to the end of the bank and a few unnecessary steps. The new fix is actually a byte shorter than the original routine.
Feb 12, 2012 1:39 pm GMT
I believe it is most bits in that cluster except metallic (thrown item isn't required AFAIK anyways).
The bits are in the same byte that is being referenced.
RHDN: http://www.romhacking.net
A lot more FF2/FF4 related stuff: http://slickproductions.org/forum/index.php?board=13.0
Feel free to ask questions there.
Feb 12, 2012 1:40 pm GMT
It would actually be great if someone figured out what some of the other unknown bits do.
Feb 12, 2012 8:59 pm GMT
I believe it is most bits in that cluster except metallic
That's the thing. I fixed the long range bit in the second byte of character data.
That byte's bits seem to be:
0-3 character information (sprites, portrait, class, abilities, +)
4 ????
5 long range
6 ????
7 back row
Front row Paladin Cecil is 0x09
Front row Paladin Cecil with bow + arrows is 0x29
Back row Paladin Cecil is 0x89
Back row Paladin Cecil with bow + arrows is 0xA9
I just used Cecil as an example, I've messed around with other characters as well and I've never seen bit 4 or 6 get set under any circumstances and setting them manually doesn't seem to do anything. I did still allow for that possibility with the fix and removed bit 5 by using AND 0xDF to leave all the other bits alone.
EDIT: Equipping a boomerang in Edge's left hand does NOT set the long range bit in character data, equipping it to his right hand does. That is not something done by the patch, it works that way in the original.
Feb 13, 2012 9:40 am GMT
If you ever get around to changing that behavior, that would be great (the behavior with the ambidextrous hands).
Although.. I wonder if someone gets around to having a Shield patch for ambidextrous characters.. the same/similar behavior that FF4A has...
I thought you dealt with looking at the equipment data (as there are 3 unknown bits associated with the hammers, Lightning Arrows, and some axes). I figure they would deal with monster targeting...
With the other two bits in the character data, there are only two potential instances that they may be set (or in a different future byte altogether).
One is for Immunity for the Adamant Armor. That bit is not unset. What happens there is that it is also translated into "Extra Weak" (it uses the same bit), allowing Fire+Ice magic (and physical attacks with those elementals) to do twice as much damage...
The other bit might be for Absorption. So, if you had a Cursed Ring+Ice Shield+Fire Armor, you would be able to absorb Fire and Ice (of course, you need the armor that resists that elemental for it to work)....
That is the only thing I can think of at the top of my head.
Of course, then there's the critical hit bit (or rather, the "no critical hits" bit)...