I've just testing a battle in "frame by frame" in kyaro aera(SII) with a rerecord emulator with frame counter, using savestate and that just really weird.. So I know that the RNS for drop rate should be rolled every "X" frame... (The X seem to be when the battle action as been changed or something totally random)
so test1: from the frame 88365 to 88556(these frame are the time that I'm waiting before press YES, to confirm battle action, here's its almost 3-4 second, there were 2 different battle action between these frame) I got everytime a celdaon urn.
then: for the 10next frame I got nothing.. then a faillure urn.. then it continue...
Also I tested for peeing boy in full frame by frame mode.. and sometime to get it, I have to press exactly on the good frame(I dint note what was the frame counter) ... this time I tested between 94924 to 94927 to get the peeings boys(3frame, then for the next 300 frame in frame by frame, I dint find other peeing boys.
In fact, this post wont help you to confirm your rate stat, but just to aware you that if you test with savestate, sometime that take long or very short time for a "new RNS rolled sequence".
Edit:
Ellyos wrote:
BonBon :
[01 C0 | 02 C0 | 06 C0 ] (they're antiques)
[0A | 05 | 02] (<- that confirmed me these were drop rates)
So, [0A | 05 | 02], should means something like: [ 10/255: faillure urn | 5/255: octopus urn | 2/255: celadon urn], right?
And the meaning of C0 is for antique items categorie?? because this isn't the same number from the gameshark list, no?
Does "[0A | 05 | 02]" is right for all items in Common Item, Rare Item, Very Rare Items categories from the Suikoden II bestiary, or each monster have is own stat?
Does "[0A | 05 | 02]" is right for all items in Common Item, Rare Item, Very Rare Items categories from the Suikoden II bestiary, or each monster have is own stat?
I'm not browsing suikoden 2 datas but not for suikoden 1. You can have 06, FF, 0F, etc... (max in suikoden 1 is 50)
Last edited by Ellyos on Tue Mar 03, 2009 5:45 am, edited 1 time in total.
[ Bits | Drop 1 | Rate 1 | Drop 2 | Rate 2 | Drop 3 | Rate 3 | ?? on 4 bytes and more ]
14 00 | 19 | 05 | 94 | 05 | 00 | 00 | 00 00 00 00 ...
To CelesDestiny :
I thought about drop calculation method, and I think second one is just not possible. I know this issue doesn't happen but what if sum of three drop rate is over 255 ?
Hm, look like that this isn't ascii, I should think that suikoden have his own encode for each "graphical letter"... do you have an external table to be able to read this? my hexadecimal editor give me some weird letter..
I think to be sure of how the whole mechanic game works, you should "hack" some datas and see what happen when you run the game... example to be sure that drop 3 is the drop 3.. you can edit it at 254 and the other to 0, to see if you got 99% to got the items.
I made also some test on suikoden 2, while "cheating" on some address value(example: 2AD64 and 2AD65(category item) is the memory address for enemy item drop, and if I don't reset correctly the address... the game was caught in an "infinite while" at the next battle action(I press on confirm button, and our character and enemy dint start the battle). So, I inspect that for suikoden1, that could be an "infinite while", a freeze, a direct crash or the game will continue play, but may affect some other thing...
Ellyos wrote:To CelesDestiny :
I thought about drop calculation method, and I think second one is just not possible. I know this issue doesn't happen but what if sum of three drop rate is over 255 ?
If that's the case, I suppose the "item overwrite" would come into operation.
In terms of the unknown bytes: I believe they deal with the enemies attacks. They differ physical/magic (in matters of defense), the range s/m/l, the targets (like single/all) and a possible negative status. I don't think the enemies attack deals with elements, as you have no special resistance against certain elements anyway in S1.
The one just after the level seems to be size of the monster :
00 : little monster : all monsters but the ones listed below
01 : medium monster : Golem, Earth Golem, Clay Doll, Rock Buster, Roc, Simurgh, Oannes, Dagon, Ghost Armor, Devil Armor, Eagle Man, Hawk Man, Ivy, Mad Ivy, Sorcerer, Magus, Grizzly Bear, Shadow, Shadow Man, Grave Master, Banshee, Demon Sorcerer, Ekidonna, Colossus
02 : big monster : Queen Ant, Zombie Dragon, Dragon, Hell Unicorn, Wyvern
The second one (between resurrection resist and Soul Eater behaviour) seemed to be the way to attack, but Im' really not sure since I find some issue in this theory.
So I haven't identified clearly these values.
Here are all monsters if anyone see a link between them :
hm, , while neclord have his own unique attacks.. he cant be in the same categorie of the Holly Boy.. still that was a nice possibility
Here is some idea(maybe not for this byte, because I have no idea for this one):
-ressistance against: dispel, knockdown, poisons, and some other status... ?
-Attack bonus with fire attack, earth attack, lighting attack... etc
-weakness against some specific rune(maybe falcon rune deal more domage on some monster ? )
-gender male/female/unknown
-how much MP they have at level 1 or anything else...
-value for an non-implanted feature
I would like to know if you will attempting to found how works items drop rate for suikoden2. Also, I thought that maybe the "byte system" from S2 could help you for the unknown value, from S1.
Also, I've previously trying to understand something with this tool and definitly that is very hard to understand how this works... in 20-30 second I got 1millions asm line in the log files...
BadPotato wrote:I would like to know if you will attempting to found how works items drop rate for suikoden2.
I don't think I'll do it... Suikoden I already takes me too much time
Also, I thought that maybe the "byte system" from S2 could help you for the unknown value, from S1.
Well, since there is a lot more info on monster data from suikoden 2, I don't think it would help me... that could be worse...
Also, I've previously trying to understand something with this tool and definitly that is very hard to understand how this works... in 20-30 second I got 1millions asm line in the log files...
Well to start, PSX loads all main.exe in RAM so that explains all the asm lines. And trying to describe code from beginning is a crazy task. Anyway, I read an ASM tutorial yesterday... I think I'm gonna try to program in it a little to understand it more...