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Patch: Pugs Rage
12-20-2021, 02:53 AM
(This post was last modified: 12-21-2021, 12:08 PM by SilentEnigma.)
The patch has been updated to v1.1 to address the oversight with mimicked rages.
This alone would have worked, but it also made sense to extend the idea.
Using the high byte for all the applicable null checks, it is no longer necessary to pre-load a random rage ID for each ally at the start of battle. The update uses the high byte method instead, which as an added bonus reduces the free space used by 2 bytes.
Thanks again @Assassin for the nudge.
I tested both scenarios in vanilla, and they behave as suspected.
Never pegged myself as a bug finder for the battle system, but here we are!
(12-06-2021, 03:32 PM)SilentEnigma Wrote: Or, it might be as simple as changing C2/1560 to "LDA $33A9,Y" since the high byte still holds #$FF until the rage occurs, after which it holds #$00. If all works out, that should get us back to vanilla behavior.
This alone would have worked, but it also made sense to extend the idea.
Using the high byte for all the applicable null checks, it is no longer necessary to pre-load a random rage ID for each ally at the start of battle. The update uses the high byte method instead, which as an added bonus reduces the free space used by 2 bytes.
Thanks again @Assassin for the nudge.
(12-06-2021, 03:32 PM)SilentEnigma Wrote: But it seems like even vanilla is a bit off, too. Won't Mimic use a stale rage ID in the following scenarios?
...
I'm pretty sure the rage ID for each character never gets set back to null during battle.
I tested both scenarios in vanilla, and they behave as suspected.
Never pegged myself as a bug finder for the battle system, but here we are!
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