ladyabaxa: (persona)
Here are some things about Phantasy Star 4 that I thought I had posted but apparently that is not the case.

1.) First off I realized in my old map labels post that I never included the ROM addresses for those strings.

0x66b02: name of motavia for map
0x66b08: name of dezolis for the map

These are both 6 bytes long but the labels only have space for 4 English characters.

2.) Secondly, a quick note to say that no you cannot ever skip or change the outcome of the first battle against Zio. I hacked Perolymates to automatically insta-gib enemies when used and tried it on Zio. It worked, "killing" Zio but the game just skipped straight to the cutscene afterwards as if nothing had changed. (Causality? What's that?)

In related news Demi does not actually use a charge of her Medic Power when she heals the entire party right before that very scene. Yes, I used the party select hack to level her up enough to check. Now why can't she do that after the party kills Zio for good and prevent a potential arrive at the overworld with a dead party situation? Aargh!

Copy-pasting from my debug notes file...

3.) The translucent Xe-A-Thoul barriers in the Air Castle are impassable sprites, not tiles.

4.) The enemy encounters switch is forced ON in the top section of Garuberk Tower unless you walk close enough to DF2 to trigger his sprite to spawn. The game seems to have some memory problems keeping his big sprite on screen. If half of it is scrolled off the bottom/sides the whole thing poofs.

5.) (It is also difficult to see but DF is actually animated here. His tiny little mouth opens and shuts over and over again.)



6.) No-clip lets you walk around his trigger region and there is an impassable sprite tile constituting the left side of his head you can talk to! However there is no dialogue scripted for that pointer and the game tries to play a sprite animation but can't find the right one. DF2's sprite will then glitch up depending on which way you were facing when you tried to interact with the tile. Talking to it from behind resets DF2's sprite.



This seems to be the default behavoir for sprites who don't have any dialogue programmed for them like shopkeepers you wouldn't otherwise be able to reach.

However... the shopkeepers in Jut's weapon store, who you can't reach without no clip DO have dialogue. They say the same thing: "Welcome to the town of Jut. Actually this is no time for niceties. Look at this weather."

Another example: Ryuon innkeeper/shopkeepers: "This is Ryuon. If you want to have fun this is the town!"
[shared by town greeter]

7.) There's definitely something buggy going on with Hakenlefts. Gryz's Crash skill always failed on them and I noted that Rika wasn't seeing her Genocyclaw's death effect fire on them. Looking at the Hakenleft's hexadecimal entry in the enemy stats file from Fresh Feeling's site isn't offering any explanation. Hakenlefts aren't immune to Factor 14 and they've demonstrated no immunity to other various instant-death skills and techniques.

Crash     22  2A9E30  02  81  11  30  01  0E  00  00
--death, strength as modifier (requires weapon), targets 1 enemy, power $30, save = strength
  element = $0e (factor 14/death/destroy)

Hakenleft   2826DC  00  F6  01  00  A4  2D  30  32  00  AB  0C  09  02  02  02  02  02  03  01
                    02  01  02  02  00  03  02  00  00  0E  0E  0E  0E  3B  3B  3B  3B  00  00
                    00  00  00  33  33  33  09  38  00  F9

--246 hp, strength = $2d (45), factor 14 resistance = $02


8.) The Control Key and the Canceller are both required to progress in the story. I won't go into details here but suffice it to say having to pick up the Canceller grinds my gears in solo play because it locks up a precious item slot for an otherwise-useless item right when I could definitely use that space for another healing item.

9.) Via a combination of the game's debug menu, savestates, GSavestate, and Photoshop I assembled pixel-accurate maps of a few areas with things that interested me going on out of bounds. All the black, seemingly-superfluous space was actually part of these maps as they had been loaded by the game (which appears to love generating areas that end up 1024 x 1024 pixels?). I didn't add it to them. Click through to see them full size.

Air Castle Southern Exterior



Air Castle Northern Exterior



Air Castle room $176 interior (this is the restoration room just north of the entrance)



Piata Dormitory



Soldier's Temple Interior (sorry about the water not all matching up but it is animated in-game which I didn't take into account until after I was already well into compositing)



Tyler Item Shop



◾ Tags:
Date/Time: 2014-03-29 18:39 (UTC)Posted by: [identity profile] shining-armour.livejournal.com
Wow, there is actually a possibility in defeating Zio the first time ? I thought the game have a configuration that made it impossible to win it, also I noticed that Crash fails on Hakenlefts, and after the battle against Zio (the proper battle) if Chaz, Rika and Rune are dead, if you move one step you will get a message saying "Chaz and his companions have perished" then it glitches to make it say "Chaz and his companions have ORDERISHED STATUS"
Date/Time: 2014-04-11 17:25 (UTC)Posted by: [identity profile] ladyabaxa.livejournal.com
Yes it is possible to kill Zio in that first fight either by hacking the party's stats to ludicrous levels, hacking Zio to have 1 hit point, or by doing what I did which was hack the use-as-item effect for Perolymates to insta-gib all enemies. I'm not entirely sure what effect that is except it is an enemy ability and I think it forces the game to run the "killed because target has self-destructed" script.