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Author Topic: FF1: "Attack Up" routine  (Read 2 times)
pinkpuff
Guest
« on: June 15, 2008, 03:07:57 pm »

In Final Fantasy 1, the "attack up" spell subroutine used by TMPR and SABR does not work. I was wondering if anyone here knows how to fix this?
akadewboy
Guest
« Reply #1 on: June 15, 2008, 04:28:22 pm »

I've always wondered why someone hasn't released a bug fix patch for these.

http://fforigins.life-is-virtual.com/ff1/bugs/index.html

Quote
V. BUGGED SPELLS, OR SPELLS THAT DON'T FUNCTION AS STATED.

1. In the NES version, there are some spells that don't do as they say they do. Avoid these spells. As far as this writer knows these spells where fixed in the PSX version of Final Fantasy.

A. LOCK. Does not work at all.

B. LOCK 2. It actually boosts the enemies evade, so don't get it.

C. TMPR. Does not work at all.

D. SABR. Does not work.

E. XFER. Does not work on enemies, but if they cast it, it works on you. Bummer.

F. HEL2. This spell actually works better because it acts like HEL3. Get this for the White Mage.

VI. BUGGED GAME MECHANICS. (all where fixed in the PSX version, except for Peninsula of Power and Intelligence Bug)

1. RUNNING. The formula uses the 'numerical value' of the 'status' of the character 2 spots below the one who is trying to run. This means that a character with 15 or more luck, in the top 2 spots, will usually succeed at running if the character 2 spots down doesn't have any status effects on them. A character in the bottom 2 spots is a poor runner as a result of this bug, because the value used for them is a randomly fluctuating variable.

2. INVISIBLE LADY. On the left side of the castle after you enter, there is a small open room above the Princesses Sister room. Walk around ans you'll notice a "blank" spot on the floor where you can't walk into, it's in the middle of the floor. Talk to this space and it's actually a person. It's supposed to be a lady standing there, but a bug occurred and who knows what happened. Either it's a person that isn't supposed to be there, or a space where somewhere should be there.

3. PENINSULA OF POWER. Outside the town of Provaka, go straight south (down) a few steps till you hit the mountain range. Travel east (right) along the bottom of a small mountain and curve around till you have passed it one step then north (up) and go towards the docks you see. Curve around the small path to the west (left) of the next mountain range and go north (up) past the little forest. You will come to 2 spaces at the tip of the land. This is where you will fight powerful monsters that should be on another continent north of you. You'll fight Giants, Trolls, IceWolfs, and Bulls among a few others to level up quick early in the game. Be careful though, they will not take it easy on you for finding this "secret" patch of land. 1 Giant + 5 IceWolfs that use ICE2 = Dead party.

4. DESERT LANDING. The airship can not land on any surface, except plain grass. However, in the far west you will see a very small desert within a desert. This is known as the oasis, where a caravan can be found. But, you actually land on the desert land, go one space in any direction then go back and viola! You have found the caravan.

5. INTELLIGENCE BUG. When casting a spell, the user's Intelligence is supposed to factor in how much damage or healing the spell will do, or how effective it is. Because of a bug it just goes to a blank spot in the games editing and thus spells will never reach maximum effect. Because of this, a Red Mage can CURE just as good as a White Mage and the White Mage will never surpass this.

6. HOUSE BUG. When you use a House it restores your HP and asks if you want to save and restore magic. The problem is, when you say yes, it restores your magic AFTER it saves, so if you come back to your game after a reset, your magic isn't restored. To counteract this, just use a Tent after you use a house. This bug was fixed in all later versions.

VII. PROPER BLACK BELT BEHAVIOR AND THE BB ARMOR BUG. (fixed by Levi Aho)

Proper BB Behavior: Your BB's Absorb stat is equal to his experience level when no armor is equipped. Your BB's Damage stat is equal to 2x his experience level when no weapon is equipped.

Infamous BB Armor bug: On level up, if your BB has no weapon equipped -- his absorb will be set to his experience level regardless of any armor he's wearing. To correct the bug, view the armor subscreen after a level up (stat is reset to its normal value when you exit the armor subscreen)

Abusing the bug: Any equipment's elemental resistance still is in effect when the BB Armor bug is tripped. Therefore, this bug can be exploited at very high levels by equipping nothing but the Ribbon, then levelling up to boost your absorb. This provides high absorb without having to wear any armor, and still provides the elemental resistance of the Ribbon.

Avoiding the bug: More often than not (95% of the game), the bug is actually very dangerous, since equipped armor will provide more absorb than your level -- so tripping the bug will actually LOWER your absorb. To avoid this bug when its unwanted, check the armor screen after every level up if you have a weaponless BB in the party.

A player at a regular or slightly slow pace can get by without armor until Silver Bracelets are available. Once you've earned a Silver Bracelet, it will usually be helpful to keep armor on and avoid the absorb bug (by regularly visiting the armor subscreen) until you're level 33 (or level 43 if the BB is wearing the Opal Bracelet).

VIII. SPECIAL WEAPONS AND ARMOR.

1. The special weapons found throughout the game should have special properties, but in fact they do not. Due to a known bug, they are supposed to inflict more damage on a specific kind or race of creatures but sadly they do not. This is only found in the NES version of the game. Here is a list of supposed special weapons.

- Were Sword. Does not inflict more damage on Were Creatures.
- Rune Sword. Does not inflict more damage on Magic Using or Demon Creatures.
- Dragon Sword. Does not inflict more damage on Dragon and Dragon Kin Creatures.
- Coral Sword. Does not inflict more damage on Sea Creatures.
- Giant Sword. Does not inflict more damage on Giants / Ogres, or their Kin.
- Flame Sword. Does not inflict more damage on Ice, Undead, or Regenerative Creatures.
- Ice Sword. Does not inflict more damage on Fire Creatures.
- Sun Sword. Does not inflict more damage on Vampires or other Undead Creatures.
- Vorpal Blade. Will not score an instant kill on any creature.
- Light Axe. Does not inflict more damage on Undead Creatures.
- Xcaliber. Does not inflict more damage on Every Creature and Elemental type Creatures.

There's supposedly a hack by Grond that fixes these bugs, but he did MUCH more than just fixing the bugs, he changed many things and also changed some of the monster names into PSX versions (which I didn't like). It would be great if someone made a patch that fixes just the bugs.
« Last Edit: June 15, 2008, 04:56:45 pm by akadewboy »
pinkpuff
Guest
« Reply #2 on: June 15, 2008, 05:05:03 pm »

Agreed. I'm working on a hack of my own and I've come way too far to be able to re-do everything using a rom patched with Grond's hack as a base.
kern
Guest
« Reply #3 on: June 15, 2008, 05:09:21 pm »

Might try gamefaqs; I'm pretty sure I had heard of a patch before.
Kajitani-Eizan
Guest
« Reply #4 on: June 15, 2008, 07:16:33 pm »

temper doesn't work? i could swear one time my master was hasted, and then i used temper on him a whole bunch. finally, he pulled off 1500 damage on chaos. would he have done that much with just a haste?
Disch
Guest
« Reply #5 on: June 15, 2008, 07:37:11 pm »

Quote from: Kajitani-Eizan on June 15, 2008, 07:16:33 pm
temper doesn't work? i could swear one time my master was hasted, and then i used temper on him a whole bunch. finally, he pulled off 1500 damage on chaos. would he have done that much with just a haste?

"Haste"?  Were you playing the NES version?  It was probably fixed in other versions.

And yeah.. BB's/Masters are capable of tons of damage.  Especially at high levels.  They can even 1-hit KO Chaos.
Grond
Guest
« Reply #6 on: June 16, 2008, 10:22:27 am »

Fixes for most of the game's major bugs can be found here:
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=522595&topic=33693741
pinkpuff
Guest
« Reply #7 on: June 16, 2008, 11:43:42 am »

Yes but not this one. It's talked about in the thread but no fix is provided.
Grond
Guest
« Reply #8 on: June 16, 2008, 01:57:09 pm »

.
« Last Edit: October 30, 2008, 08:12:11 pm by Grond »
pinkpuff
Guest
« Reply #9 on: June 16, 2008, 02:25:51 pm »

Oh wow, it really works!

Thank you so much Grond!

Edit: Ok so apparently it comes with some hidden drawbacks. I can no longer use FFH Plus to edit certain things such as the bonus given to weapons when the monsters have the appropriate type and weakness. Or at least when I do the patched game crashes.

Do you know how I can contact anomiex?
« Last Edit: June 16, 2008, 03:31:10 pm by pinkpuff »
Kajitani-Eizan
Guest
« Reply #10 on: June 16, 2008, 03:51:20 pm »

Quote from: Disch on June 15, 2008, 07:37:11 pm
Quote from: Kajitani-Eizan on June 15, 2008, 07:16:33 pm
temper doesn't work? i could swear one time my master was hasted, and then i used temper on him a whole bunch. finally, he pulled off 1500 damage on chaos. would he have done that much with just a haste?

"Haste"?  Were you playing the NES version?  It was probably fixed in other versions.

And yeah.. BB's/Masters are capable of tons of damage.  Especially at high levels.  They can even 1-hit KO Chaos.

no, i was just using the updated names. it was definitely the NES version, on a real NES. the master had FAST cast on him, then all the black wizard's TMPRs. and then one punch (which i assume "hit" several times) did 1500 to chaos Tongue
Grond
Guest
« Reply #11 on: June 16, 2008, 06:00:55 pm »

.
« Last Edit: October 30, 2008, 08:12:44 pm by Grond »
pinkpuff
Guest
« Reply #12 on: June 17, 2008, 07:58:43 am »

Ok thanks. The only other things I would need from FFH Plus are:

*Does the int patch fix the critical hit bug? The one that makes the weapon use its index rather than its critical hit rate byte to determine critical hits? If not, how do I fix it?

*Does it fix the bugged running/fleeing algorithm?

*Does the int patch fix the "evade down" routine used by Lock?

Also, not from FFH Plus, but just a random curiosity:

*Does it fix the enemy resistance bug? The one that causes the WzVamp's AFIR and your characters' XFER to be useless?
Grond
Guest
« Reply #13 on: June 17, 2008, 08:45:36 am »

.
« Last Edit: October 30, 2008, 08:13:15 pm by Grond »
Volcanon
Guest
« Reply #14 on: July 03, 2008, 03:10:44 am »

Can you fix those swords using just Hackster or is the "affects something" attribute of items just completely broken?
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