| Navi Attack Damage | |
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| Topic Started: Jun 17 2010, 04:21 AM (1,957 Views) | |
| Dramz | Jun 17 2010, 04:21 AM Post #1 |
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-View in 16-bit the order: Attack Slot 1, V1 Attack Slot 1, V2 Attack Slot 1, V3 Attack Slot 1, V4 Attack Slot 2, V1 Attack Slot 2, V2. ...etc BX and No-Name versions cannot be edited. First digit, Effect Second, third and fourth digits: Attack Damage in Hex.
Edited by Dramz, Nov 16 2010, 10:43 PM.
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| brianuuu | Jun 17 2010, 05:01 AM Post #2 |
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Edited by brianuuu, Jun 17 2010, 05:06 AM.
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| Dramz | Jun 17 2010, 05:02 AM Post #3 |
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added to first post. |
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| louman7777777 | Jun 17 2010, 07:33 AM Post #4 |
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So these are for the ones that don't do 10 damage by default right? |
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| Dramz | Jun 17 2010, 02:30 PM Post #5 |
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yes. In my segment of the Direct Enemy Hacking Guide, I cover the ones that do. |
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| IngusRogeth | Jul 4 2010, 01:22 PM Post #6 |
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So if you by chance put in the battle damage as 9999 in hex (270F) I don't see and room for the effect... >_> |
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| Dramz | Jul 4 2010, 02:48 PM Post #7 |
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that is because you cant. the max you can set attack damage to is FFF |
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| MegaRockEXE | Nov 16 2010, 09:54 AM Post #8 |
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Effect list is all wrong. You missed one, too. It's just checking the bits in that position. Here is the full list. 0= normal 1= HP Bug (unknown condition) 2= Uninstall 4= Paralyze 8= Double Damage And the effects can be stacked. Just add the value of the effect you want to add. If you want Double Damage and Paralyze, the value would be C because of 8+4. There's probably a better way, but this works. |
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| Dramz | Nov 16 2010, 02:29 PM Post #9 |
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Is there any way we could incorporate other effects, such as confusion, or blind, or would that involve attack data hacks? I'll add that stuff to the first post. |
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Nov 16 2010, 03:02 PM Post #10 |
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Programmer!
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Maybe if we could repoint the data, but I highly doubt it. |
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| MegaRockEXE | Nov 16 2010, 04:15 PM Post #11 |
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The bits don't allow more effects. No attacks in the game naturally use these values but they do seem to be derived from chip addons. Also, some attacks don't work properly with these effect bits. Almost all of Groundman's attacks don't allow attack effects. |
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| brianuuu | Nov 17 2010, 01:43 AM Post #12 |
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Double damage is kinda interesting, I will try it. |
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| MegaRockEXE | Nov 17 2010, 08:36 AM Post #13 |
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Of course it doubles the damage specified, so it's usually a lot. It also often triggers angry state in Megaman because it's powerful. If your HP goes to 1 after one hit, then that attack probably doesn't work with that effect. |
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Nov 17 2010, 03:15 PM Post #14 |
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Or also when countering with attacks. |
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| Prof. 9 | Nov 18 2010, 01:50 PM Post #15 |
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Interestingly, there seems to be one more effect value. However, it appears to be unused (or maybe it's used for something else)? 0000 = normal 0800 = ??? 1000 = HP bug 2000 = Uninstall 4000 = Paralyze 8000 = Double damage The check for that bit looks like this: 08019F80 lsl r4,r4,1h 08019F82 bcc 08019F84 08019F84 pop r4,r6,r7,r15 Whereas normally, it looks like this: lsl r4,r4,1h bcc (next check) (what happens if the bit is on) |
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| MegaRockEXE | Nov 18 2010, 01:54 PM Post #16 |
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But that bit goes into the damage. Would attack power trigger it? |
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| Prof. 9 | Nov 19 2010, 08:04 AM Post #17 |
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It doesn't. It's the lowest bit to be cut off when the game needs only the damage. The game shifts the full 16-bit value 15h left and then back. That means F800 is cut off and 07FF remains. |
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| MegaRockEXE | Nov 19 2010, 11:45 AM Post #18 |
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I see then. I thought it would have something to do with attacks that can't take special types without ruining the damage. |
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| Prof. 9 | Nov 20 2010, 01:13 AM Post #19 |
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I think that's caused by the game not "cutting off" the effect bits for those attacks, but I'd have to check. Maybe if the attack routines can be compressed a bit, two more opcodes can be fit in that remove the effect bits. |
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