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 Post subject: Re: Bug Fixes
PostPosted: Sun Jun 17, 2012 5:32 am 
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I ask because it was persistent and there wasn't a single mention along the lines of "This also fixes the Toran Castle glitch" on the wiki.

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 Post subject: Re: Bug Fixes
PostPosted: Sun Jun 17, 2012 8:23 pm 
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So the castle name is still glitched, but the hero's name isn't? If so, that's bizarre. I can't think why there'd be more than one routine for converting the text.

After I tested the fix, I started doing my play-throughs by first importing the Suikoden save from the site. I believe it has the hero named "McDohl", and the castle named "Toran", so I could have done something stupid that broke the fix, and never noticed. Somebody mentioned those names bypass the bug. Although, I never confirmed that that's true.


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 Post subject: Re: Bug Fixes
PostPosted: Mon Jun 18, 2012 12:27 pm 
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After the fix, does the name of the S1 hero actually transfers fully as the one you gave him on S1 or does it stay as McDohl? I'm asking it because I haven't tested it yet and the PAL version does transfer it fully (both the hero and the castle names).


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 Post subject: Re: Bug Fixes
PostPosted: Tue Jun 19, 2012 10:21 pm 
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This is not a big deal but I'll post it anyway regarding Guardian Plans Bug..

Turtle Plans #4 gotten from dice climbing mini game, After I give it to Jude the Plans just showed up again on prize and I can got it. Then I just store this on Barbara lol... The plan simply disappear when you talk to Jude again and no double plans or else

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 Post subject: Re: Bug Fixes
PostPosted: Wed Jun 20, 2012 7:58 am 
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TeridKane wrote:
After the fix, does the name of the S1 hero actually transfers fully as the one you gave him on S1 or does it stay as McDohl? I'm asking it because I haven't tested it yet and the PAL version does transfer it fully (both the hero and the castle names).
It should. I'm suspicious that I might've borked the fix, since Raww seems to be saying the Castle name doesn't transfer properly. It is possible that Konami used different routines for each name, though. I just haven't had a chance to look into it.

Edit: Well, I just tested it with a save I pulled from GameFAQs that had McDohl named, "Steve", and the castle called, "White". The names imported correctly. I'm not sure what Raww's seeing. There was a leftover copy of "McDohl" and "Toran" in memory, but I'm guessing those were remnants from the game initialization. They were outside the space used by the G1 load module in any case.

veeshadow wrote:
This is not a big deal but I'll post it anyway regarding Guardian Plans Bug..

Turtle Plans #4 gotten from dice climbing mini game, After I give it to Jude the Plans just showed up again on prize and I can got it. Then I just store this on Barbara lol... The plan simply disappear when you talk to Jude again and no double plans or else
It probably references the same incorrect, memory location. I honestly forgot that one set of plans comes from there, so it never occurred to me to look at that module.


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 Post subject: Re: Bug Fixes
PostPosted: Wed Jun 20, 2012 9:23 am 
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Mr. Pyriel, I have 3 questions:

1. Is it possible in S2 to make rune slots unlockable when a certain MAG value is reached, like the one in S4?
2. Where can I find the base damage values for spells so that I could test my rune balancing suggestions? Such as maybe, increasing the damage dealt by Flaming Arrows (from 60 to 100), Angry Blow (100 to 120), and Thunder Runner (100 to 150)?
3. Is it possible for Bright Shield and Black Sword runes to have their damages affected by Resurrection and Darkness affinities, respectively? Riou has a B affinity to Resurrection, Jowy as an A in Darkness. If not, this is one reason why Bright Shield's Level 2 spell is so underpowered.

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 Post subject: Re: Bug Fixes
PostPosted: Wed Jun 20, 2012 10:46 am 
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Sorry, I glossed over your questions before.
  1. Maybe. I don't know how the locking is done in S2. I think it's based on MAG, but every characters' unlocks at different values, and some people never get a third (maybe even second, in some cases) regardless of their stats. Is that about the size of it? I'd have to figure out where the "lock" is (maybe a set of bit flags in the character data), and then figure out how it determines that it's time to unlock a slot, before I could answer that question.

    Realistically, you could just rewrite a bunch of crap in the game to make it behave the way you want, so, yes, it is possible. It's just difficult, bordering on pointless, if half the game has to be hacked up to do it.
  2. It's in /CDROM/280_GAME/MAGI.BIN, but I have no idea if those values are what is used when magic damage is calculated. Konami tended to duplicate data, and they may have another copy or a simpler list compiled (or even compressed) into the battle modules. It'd be simple to test this by editing the damage to some insane amount and seeing what you get.
  3. I'm not even sure how the affinities concept is handled in this game. As far as I can tell, you guys have ported that backwards from the later games. On the surface it may be a solid assumption, but the variability could be caused by some other thing or even multiple variables under the hood. So short answer, I don't know. I'd have to do more research into how the final spell power is computed. One thing I do know is that it's the spells that have elements. I'm fairly certain the rune itself is only used as a broad category. You could put a Bright Shield spell on the Fire Rune, and that wouldn't make it scale according Fire element rules.

Edit: If you're using the latest version of the patch--and I haven't yet corrected the script in the package to include the fixes in the thread--you can put a modified MAGI.BIN in the directory with the UWASA files and add a line for it in bin_patches.txt to compile it into a patched disc. I'll try it out at some point. I've been meaning to figure out if that's the source for base damage anyway.


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 Post subject: Re: Bug Fixes
PostPosted: Thu Jun 21, 2012 1:55 am 
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Pyriel wrote:
I don't know how the locking is done in S2. I think it's based on MAG, but every characters' unlocks at different values, and some people never get a third (maybe even second, in some cases) regardless of their stats.


Its based on fixed levels. Simply as that. We have a list here:
http://www.suikosource.com/games/gs2/gu ... eslots.php

Quote:
One thing I do know is that it's the spells that have elements. I'm fairly certain the rune itself is only used as a broad category. You could put a Bright Shield spell on the Fire Rune, and that wouldn't make it scale according Fire element rules.


Thats true. Take the Blue Gate Rune for example with 1x fire, 1x lightning and 2x non-elemental spells:
http://www.suikosource.com/runes/list/?rune_id=3
Furthermore, while S2 has a bright shield element, it has no black sword element type.

Different games uses different types here, even among the same runes. While the blinking rune in S2 is considered as non-elemental, it has its own element type in S3 and 4.


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 Post subject: Re: Bug Fixes
PostPosted: Thu Jun 21, 2012 2:04 am 
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Pyriel,
do you have a full list of initial levels, weapon levels and equipment at hand? I like to add those to the site. Otherwise, if you could point the locations out for me, I'll try look into it myself.

Thanks!


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 Post subject: Re: Bug Fixes
PostPosted: Thu Jun 21, 2012 8:28 am 
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Celes wrote:
Its based on fixed levels. Simply as that. We have a list here:
http://www.suikosource.com/games/gs2/gu ... eslots.php


Hmm. No problem. I have the stat growth data in hand, so once we figure out how to hack the game to modify rune slot unlocking levels maybe we can change slot unlocking levels based on what level characters can reach a certain MAG value to unlock a specific rune slot. We should still be careful though, as S4's rune slot system is VERY MUCH open to abuse. I mean, unlocking three rune slots for most characters for the DB/DS combo will become very easy.

Quote:
One thing I do know is that it's the spells that have elements. I'm fairly certain the rune itself is only used as a broad category. You could put a Bright Shield spell on the Fire Rune, and that wouldn't make it scale according Fire element rules.

Thats true. Take the Blue Gate Rune for example with 1x fire, 1x lightning and 2x non-elemental spells:
http://www.suikosource.com/runes/list/?rune_id=3
Furthermore, while S2 has a bright shield element, it has no black sword element type.

Different games uses different types here, even among the same runes. While the blinking rune in S2 is considered as non-elemental, it has its own element type in S3 and 4.


I'll take this on in my next thread which consists of suggestions to balance magic runes (effect and command runes are just as fine as they are IMO).

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 Post subject: Re: Bug Fixes
PostPosted: Thu Jun 21, 2012 9:09 pm 
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No, I don't have a complete list, and I don't think I kept any of the dump. I can retrieve the information fairly easily, and parse it into a list, though. Remind me again, if I don't get to it in the next week or so.


Quote:
Thats true. Take the Blue Gate Rune for example with 1x fire, 1x lightning and 2x non-elemental spells:
http://www.suikosource.com/runes/list/?rune_id=3
Furthermore, while S2 has a bright shield element, it has no black sword element type.
Right. I said I know that's true because we had that "elemental resistances" or whatever thread (that also started the bestiary effort), and I helped work out what resistance applied to what commands/spells/effects by tweaking enemies' data. Blue Gate is probably the best example of a rune with mixed elements. It might even be the only one, but I think there was one other case (maybe a command/monster rune). Aside from that, the element is part of the spell data, and I'm pretty sure the runes are just names with a list of spells and flags that describe where they can be equipped. I don't recall every data bit associated with them.

Code:
#define NAMESIZE 21
#define DESCSIZE 32

/*
byte after description appears to be spell damage type:
0x22 - Enemy
0x23 - Heal
0x42 - Status

Next byte maybe spell delay?  Actually, I think target indicator.

Byte 2 after SDT seems to be the spell element
0x01 - Fire
0x02 - Water
0x03 - Wind

byte 3 after element possibly indicates enemy affect?*/

typedef struct s2magic {
   unsigned char   name[NAMESIZE];
   unsigned char   desc[DESCSIZE];
   unsigned char   unk1;
   unsigned char   unk2;
   unsigned char   element;
   unsigned char   unk4;
   unsigned char   unk5;
   unsigned char   unk6;
   unsigned char   unk7;
   signed int      damage;
} T_S2MAGIC;

static const wchar_t *ElementName[10] = {
     L"Non-Elemental"
   , L"Fire"
   , L"Water"
   , L"Wind"
   , L"Earth"
   , L"Lightning"
   , L"Holy"
   , L"Darkness"
   , L"Bright Shield"
   , L"Unknown 1"
   //, L"Unknown 2"
};


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 Post subject: Re: Bug Fixes
PostPosted: Thu Jul 05, 2012 10:35 pm 
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Should we include this to a glitch? lol...

http://www.youtube.com/watch?v=Komv01GLs0Y

check the Adlai recruitment ones, you'll see what that means... I use that example since the items for recruiting are initial equipment/rune for Clive, Gengen, and Luc..Now I just wonder if there is any sidequest/recruits that also work with that "equipped" trick..

And yeah this already discovered, I just put there because no video showed so far...
http://www.youtube.com/watch?v=mMZi-Ro98p8

Also found this on non-english forum. I translate this to english: Not sure if this happen to other game version as I found this on Japanese version. Try put a S ranged char on Beast Rune Fight back row, you'll notice that the attack command isn't blank out meaning you can attack there o____o I can't test this yet since my furthest game file is on final Rockaxe arc.. It's also unclear if this done outside battle or by using shift command on battle...

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 Post subject: Re: Bug Fixes
PostPosted: Fri Jul 06, 2012 7:34 am 
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I don't think keeping equiped items was intended, so I would definitely say it is a bug. Does this only go for items that were never removed or can you simply equip the rune, shield and jizo to someone in the party?

Remindes me of the infinite escape talisman bug in S1.


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 Post subject: Re: Bug Fixes
PostPosted: Fri Jul 06, 2012 7:39 am 
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veeshadow wrote:
Try put a S ranged char on Beast Rune Fight back row, you'll notice that the attack command isn't blank out meaning you can attack there o____o

It's supposed to be that way.

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 Post subject: Re: Bug Fixes
PostPosted: Fri Jul 06, 2012 8:44 am 
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Celes wrote:
I don't think keeping equiped items was intended, so I would definitely say it is a bug. Does this only go for items that were never removed or can you simply equip the rune, shield and jizo to someone in the party?

Remindes me of the infinite escape talisman bug in S1.


It's also work on others, as long it's equipped. But if there is say 1 Sac jizo on party item and 1 Sac jizo equipped, party item takes priority. At least the wind rune ones doesn't consumed as when I recruit Adlai normally, you throw that rune but it still on item slot..

Raww Le Klueze wrote:
veeshadow wrote:
Try put a S ranged char on Beast Rune Fight back row, you'll notice that the attack command isn't blank out meaning you can attack there o____o

It's supposed to be that way.


I just take quick google with some possible words but nothing found with S ranged can attack there, although maybe mentioned on walkthrough or else...

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