etony33 wrote:On a similar note, would you happen to know how to shut off he ability for the trees to regenerate, thus making them beatable?
Afaik, if you manage to beat them, you'd get something like 1exp+1mes and the trees would stay there. Basically: If you manage to beat them the result is the same as if you were to run away from them.
I read that from somewhere, but don't just remember where at the moment.
As for the "deciphering" the asm code... I've always ended up in dead end now.
There's nothing about items in enemy statistics. I doubt it's in enemy group data either. The quick look I made didn't reveal anything interesting.
There are two RAM addresses that relate to item drops:
- Code: Select all
Item_Drop_Rate = ramaddr($FFFF41F2)
Dropped_Item = ramaddr($FFFF41F3)
... So far there isn't any subroutines (that's human readable* at least) in the code that would write to these locations.
I tried to search for signs from item data too. Hoping there was a optional byte for a enemy id, but I quickly saw that's not how it works, since there's more than one enemy that can drop same item. But I still went to check if there was some array of enemy ids, but no.
If I find the assosciations between enmemies and the items they carry, then I think I can find the drop rate too.
I also found out that the level data for each character is there twice. Other is for the game to adjust character statistics when leveling up and the other is
ps4.asm (17MB) wrote:- Code: Select all
; =================================================================
; Copy of the level tables. It seems to be used only when showing the
; EXP, total and the required amount for the next level. If you go to
; the window routine I called Win_StatusEXP, you can see that it loads
; the pointer to these tables; you would only need to tweak the code a bit
; and point to the first tables so that you can free up some space here
; for other data
; =================================================================
So it might be so that there is some other data duplicated where the item drops are specified. At least I'm hoping so.
* There's quite a lot of code that's still on raw hex, so the code we're looking for is propably there.