ladyabaxa: (persona)
So, in what feels like forever ago I was playing through Doomblade 666's challenge hack for the original Shining Force but I didn't actually finish the game. I got all the way to Dark Dragon and then just stopped. Well here's a quick post about why that happened. Other than being sick and having no energy for such a game I also ran into the massive amounts of damage Dark Dragon could do with their spells.

The best I ever managed to do was killing the ice and fire heads but a whole bunch of times the team didn't even get that far. For instance...



... Earnest could be and was at times killed by a critical cast of Hail 2 from full health. This would always be an immediate reset because Earnest was my best attacker we couldn't afford to lose him early on.



Especially not when the central head, the lightning one, has the Storm spell and it hits extremely hard. All three heads have max casting and effect ranges with their respective spells too. That Storm spell that killed Max was not a critical hit. That's what the spell does in terms of damage which few team members can survive.

There's a reason the hack had to be updated and revised. I'm just too stubborn to use the updates.
◾ Tags:
ladyabaxa: (persona)
Here's a list of patches I've worked on.

Update 1: I uploaded up to date patches over on Dropbox. Find them here!
That includes an Ogre Battle patch that I made years ago to make the game more interesting for me while I was playing. There's no ReadMe since I don't remember what my small modifications were. We're talking some swaps of unit abilities and use-per-battle counts. The Shining Force 2 mod is up to version 0.4.

Update 2: The Shining Force 2 mod is up to ver 0.5.
The PSIV shop hack is up to version 1.3 due to some message tweaks and a couple slicer swaps. (Check the folder linked above for it.)

Update 3: I decided to go ahead an mirror my patches folder over on Google Drive. Said folder is right here.
I also created a new small patch for a Caravan expanded Shining Force 2 ROM. Expansion causes palette 15 to get zeroed out. This patch corrects that error. Said patch is avaible in both patches folders.

Original Post:
The Shining Force 2 mod test patch. This is the same release I made earlier and goes up to the fight against Cameela. Note that you will need to expand a BIN copy of the vanilla game using the Caravan and patch that using Beat. Sorry but IPS wasn't working for this one.

My Phantasy Star IV shop and item modification patch designed to work on top of BNC's party select hack. Some grammar and text fixes as well as description edits are included. The original download links for BNC's patch are hard to come by so I am making it available at least temporarily. Note that BNC's hack is highly unstable!
ladyabaxa: (persona)
So, Shining Force 2 has a semi-hidden timed bonus stage known as the Fairy Woods. Nowadays it is used primarily as a grinding spot by players wanted to get their pre-promotion characters to level 40 for maximum stats. I'm bringing this up because some time ago prototypes of the game's English translation were posted to the Hidden Palace. The Cutting Room Floor has more information on textual differences but I'm here to talk about the Fairy Woods.

Specifically the fact that the Woods received a major layout overhaul sometime between the prototype dated April 4th and the prototype dated June 30th. The June 30th layout is identical to the final English version as far as I can tell.Read more... )
◾ Tags:
ladyabaxa: (velonese)

In interesting SF2 news (if you're interested in the game's guts like I am) here's a quirk of the way the game mirrors sprite positions. First up, Slade gets attacked by a muddled ally forcing his dodge reaction to take place on the left side of the screen.

Slade quickly dodging an attack with his dagger thrown out to the middle of the screen

What's happening here is that the developers apparently didn't finish plugging in coordinates for weapon sprites when the characters are dodging on the left side of the screen. All of the default poses are fine and some dodging sprites are set up correctly but most are not. Since this only happens when attacked by a confused ally it was probably low priority to begin with and dropped entirely once the release crunch set in.

Next is something even rarer.

Sarah casting Blast on herself, her staff misplaced after she has taken damage

What's happening here is Sarah has been hit by Muddle level 2, is confused, and has cast Blast level 2 on an adjacent ally. Because she was caught in the blast radius AND is the first unit damage is resolved for a bug in resetting her position after the 'take damage screen shake' has moved her weapon to where it is very obviously not supposed to be. This is something most players might never see. Enemies with Muddle 2 are rare and they need one specific AI switch to cast the spell. The spell then has to take hold on a Force member with offensive magic the AI can cast, the Force member targets someone with that magic that puts them in the effect radius instead of attacking (they can't target themselves directly to begin with) and they have to be first in damage resolution. Talk about a perfect set of circumstances.

Or to put it in list form:

  1. A monster has to have the Muddle 2 spell.
  2. They must also have the correct AI flag to allow them to cast it.
  3. They must actually cast the spell in battle.
  4. The spell must take effect.
  5. The affected Force member must then choose to cast a direct damage spell.
  6. That spell must have an area of effect on it.
  7. Targeting that spell includes the caster in the area of effect.
  8. The cast must be FIRST in damage resolution. (resolution is linear down the roster)
  9. The caster must have a weapon equipped with an assigned weapon sprite.
     

Lastly, something that's not a bug but an example of how I can be nitpicky with the graphics. See if you can spot the difference.

side-by-side comparison shots of the same area with minor tileset differences

◾ Tags:
ladyabaxa: (little cazic thule)
In the lull between playthroughs I've been working some more on my Shining Force 2 mod. Just cleaning up the graphics bit by bit is taking a long time although it's nice to work on my pixel art skill set. Here's a comparison of portrait edits thus far. The original ones are in the left column while my edited versions are in the right column.

Shining Force 2 portrait edits, 16 total in 4 sets of comparison side-by-side columns

Mostly this has just been removing eyebrows. It's a style to leave them (and eyes) in with transparency but the Genesis simply can't do transparent blending to make the style look nice. I also changed color 0 to something that's not the same black used for outlining. This doesn't do anything in-game (color 0 is always transparent on the Genesis) but it saves a lot of headache for me.
◾ Tags:
ladyabaxa: (Delacroix)
I've actually been playing a ton of Shining Force 2 (so much I actually had to put the game down for a couple days because I was feeling burned out) and while doing some extra testing of the battle against Zeon a curious thought popped into my head. So, I took a savestate right after some of his additional devils spawned, while the screen was still glitchy, and opened it up in GSaveState to take a look at the state's VRAM.

Okay, so I opened up the VDP --> Patterns & Sprites tabs and scrolled the sprite viewer all the way to the end and lo and behold the 4 sprites that make up Zeon's animated head were the last 4 sprites in the table. Hmm, that makes me wonder if the programmers were lazy and just had the enemy spawn code amend the bottom of the list. (That's a rhetorical question. I know they were lazy what with all the use of blatant copy & paste.) Even when Zeon's head is not on screen the game still holds his sprites in memory. It also uses a different palette for those specific sprites. Interesting. (All other sprites use the same palette the UI uses.)
◾ Tags:
ladyabaxa: (Delacroix)
So on a whim I decided to run another lets-add-Prism Flowers/Zeon Guards to the bonus boss battle. The last time I tried this the game froze on the new flower's first turn. I'm not sure what's all's changed since then because when I added one last night it actually worked ... kind of.

I added some spawning monsters to the fight but doing so with Zeon's head spawned makes the game scroll down and to the right for awhile and the graphics glitch pretty hard. It clears up after a battle scene when the whole shebang is re-drawn. To prevent this I changed the win conditions to Kill Everything and made Zeon a triggerable spawn.

Long story short when added to that map Prism Flowers/Zeon Guards fire to the right horizontally but only when appended to the end of the monster list. If I try to change a monster with an ID number lower then the two default flowers the game won't freeze but the new flower just sits around doing nothing.

My best guess is there's a logic switch buried in battle scripting that needs to set a certain way to make the flowers behave as they're supposed to.
◾ Tags:
ladyabaxa: (idiot skeletor)
This is a quick video I made for YouTube just to showcase how the game wasn't programmed with certain things in mind. Essentially what this boils down to is the game handles Zeon, Taros, and the Kraken Head as exceptional cases and they take priority whenever they appear. I noticed while working with Zeon that the game kept glitching graphically whenever his guards would spawn and, combined with an offhand post I read on SFCentral months ago saying not to combine any of the three (which I think the poster said crashed their game) decided to try it out for myself.

I was already prepping to test AI with Zeon so disabling every other unit was already accounted for.



◾ Tags:
ladyabaxa: (Default)
I took a break after completing my first spot check run of Shining Force 2 but have picked it back up in the last week. Here are some screenshots and discussion of changes in progress. This is only a small portion of my edits - limited as they are by what SF2Edit and the Caravan can currently do.



Enemy formations are the most obvious ways to modify the difficulty and flow of battle. The above screenshot is from Cameela's battle out on the Nazca plain. It is currently designed so that the group of 3 devils closest to the force charges out and attacks at the outset. Meanwhile the 4-person group right behind them slowly moves forward ready to pounce if the player tries to zerg rush Cameela's advance troops. They're strong enough that unless dealt with quickly Cameela's main force - the line of red dots through the center - will arrive to wreak havoc on an unprepared force. As if that wasn't enough Cameela is keeping some troops in reserve within the Nazca ship.



Peter attacks and finishes off a Devil Soldier. In this hack such soldiers are tough as nails with high defense and resistance to most elements but have lackluster attack power. This is an old screenshot. I'm no longer using ALL CAPS for unit/character names and have redrawn the game's standard font.

This screenshot does illustrate another problem inherent in system messages: differing name lengths. Devil Soldiers and Chaos Warriors have the longest names in the game. In order to prevent runovers all system text has to be written with this length in mind.



This better conveys the current state of things. My intention is to shift from passive to active voice and thus consequently shorten the needed text strings.

This screenshot also illustrates one of the many graphical errors in the original game. If you look closely at Chester's hand you can see he is holding the lance in the wrong place rather then keeping his hand behind the guard.



This shows off more of the font and how the text window could be better utilized if more attention is paid to character-by-line limits. (Sadly, as of this post all script work had to be redacted as it produced errors in the game's sound engine. I'm going to wait until everything else is at a satisfactory state before returning to this.)



Odd Eye has received an upgrade in stats (this is on Normal), a custom weapon just for him, and a Life Ring to slowly regenerate lost health.



Arch Demons are also a bit more intimidating with Bolt 4 as their primary arsenal. Unfortunately the AI cannot use the Attack, Boost, and Slow spells nor can it use inventory healing items except for Healing Rains. However the slow situation can be remedied by instead giving select devils the ability to proc slow. Arch Demons are one such devil which is part of the reason why their attack power isn't so great.



The special Healing Rain-toting Blue Shamans have become Shugenja whose job it is to defend and heal greater devils. They get two turns each rotation and have enough health and defense power to stick around for a long time.
◾ Tags:
ladyabaxa: (Default)
So now it's February and that means it's time to do some new videos.  I was a bit burned out at the end of December having spent most of that month working on my Dark Wizard videos - having to redo them over and over because of technical issues.  But now I'm back and here are two videos posted today:


10 seconds of Sherry killing Bernhardt using the counter system.  Linkage in case the embedded player doesn't work.







That one's a 9:41 powerleveling battle against Ramladu in Shining Force 1.  Trust me when I say reloading over and over and over again gets REALLY boring.  If memory serves me I recall reloading no less than 30 times for one of Han's level-ups.  Sometimes there's nothing you can do but accept a crummy level.  I've also had times where I reloaded so much that it became automatic and I accidently hit F8 on a good level up and have to keep waiting.  Once again, linkage incase the embedded player doesn't work.

There should be another video for Shining Force 2 up tomorrow.