Author Topic: Game addresses: items, badges, enemy info, MOAR  (Read 52300 times)

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #105 on: December 12, 2011, 05:00:37 PM »
Just stumbled across something interesting; I found this string of values:
60 65 65 99 65 99 99 60 99 85 99 85 99 90 70 60 60 99 70 99 99 95
that would appear to belong to Elite Koopatrol.  However, we know that the sleep rate on Elite Koopatrols is ~100% through testing.  There is a string immediately after of all 100s, though; I wonder, is this is a difference between the Glitzville and normal one, or is this string just never used?

EDIT: Hmm, looks like Bonetail giving 0 EXP might have been a coding oversight rather than an intentional un-reward.  He has a base of 99 Star Points, but since his level is 0, you'll never receive any anyway.  Also, I lol'ed (l'ed-ol?) at picking up an Ice Smash and Power Plus P on the way down the Pit.
« Last Edit: December 12, 2011, 11:45:13 PM by jdaster64 »

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #106 on: December 13, 2011, 08:35:03 AM »
You know, if you use Sleepy Stomp on a Dark Koopatrol when it's standing up (with Spike Shield) but fail the action command, it will knock him over but not put him to sleep. He has to be on his back to be put to sleep, it seems.

Were you wearing Item Hog going down the Pit? I'm sure it helps with badge drops. I get many more than when I never used to wear Item Hog.

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #107 on: December 13, 2011, 10:07:35 AM »
That's odd, I swear I've put them to sleep that way.  Hmm, maybe they DO use that data, but when flipped over, their stats all go to 100.

And no, since I was only testing, I wasn't wearing Item Hog.  I will be whenever I get back to hunting that Flower Saver, though.

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #108 on: December 13, 2011, 10:23:18 AM »
Maybe I was just unlucky. I only tried a few times, but every status ailment I tried worked 100% when flipped.
« Last Edit: December 13, 2011, 08:46:48 PM by avengah »

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #109 on: December 13, 2011, 08:47:19 PM »
I've got something, I think. You know how sometimes, when you get Lucky against a dragon breath and then your partner usually gets hit even if you Superguard? Well, having done my run and watched a few videos, I think there's a bug in the program code.

Remember how I said I got a Superguard with Goombella against the Blooper, even though I went for a normal guard? I think it's the same thing. I think the game goes back to the last turn and repeats what you did. This means that if you got a successful Superguard on your previous turn, then get Lucky, your partner will automatically Superguard. Same for normal guard, and of course, if you get hit, your partner will get hit next turn no matter what, if you get Lucky. More testing might be required but it seems to hold, at least with the gameplay I've seen.

(I did edit my previous post but it didn't flag a new message.)

milesluigi

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #110 on: December 13, 2011, 09:08:51 PM »
That AR code to make enemies hold items did not work. However, using that address did change the item the second enemy on the field was holding. I'm currently working on the video you requested for jdaster64.

Here it is: http://www.youtube.com/watch?v=1WUPYVJgK4c
« Last Edit: December 13, 2011, 11:45:52 PM by milesluigi »

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #111 on: December 16, 2011, 09:59:04 AM »
Three things. Firstly, about the value for "Stop", as well as trying Clock Out, have you tried setting that same value to 0 for a Goomba type enemy and using a Stopwatch? I don't know but it could be that Clock Out and Stopwatch have different chances of working.

Secondly, I've worked out the cause of that bug I mentioned earlier. Normally, when you Superguard or guard, you do it instantly. It's that "delayed reaction" thing that's the cause. Basically, if you successfully Superguard Bonetail's breath, your partner will automatically Superguard about half a second later. Therefore the game is programmed to make your partner repeat your previous defensive action, if any. They obviously forgot to program getting Lucky into the equation - if you get Lucky, the game still makes your partner repeat your previous defensive action.

EDIT: I think that bug also applies if you're invisible, dodgy or there's fog etc. and you avoid the attack that way.

Thirdly, about Bonetail's base SP and level, I've got a feeling they wanted to give you 99 Star Points for winning the battle, regardless of level. Not many enemies are actually Level 0, so they probably meant to program it so that any Level 0 enemies are treated as if they are at your current level, therefore you get the base SP every time (unless you're at Level 99, obviously). That's just a theory, though.
« Last Edit: December 16, 2011, 06:54:53 PM by avengah »

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #112 on: December 17, 2011, 03:01:31 PM »
Wanna see some more Stylish Move weirdness? Here's something I found out ages ago. If you perform a Tornado Jump and do the first Stylish move, but attempt and mistime the second, Mario will do a wobble when he gets back to his starting position. At this point, you won't gain any Star Power at all. However, as soon as you do ANY action except a guard or Superguard, you will then get that Star Power! This means you can use Quick Change to switch out your partner, and suddenly your Star Power will flow in!

I also mentioned this on one of Milesluigi's videos, but I might as well post it here too. This is useless, but looks good. Use Clock Out and mash all three buttons (not all together) to fill the bar very quickly, and once it's full and the pitch isn't getting any higher, just mash the correct button. You should not do this, however, if you've got no awake audience members - if the bomb lands in the audience, there will be no-one to throw it back to the enemies, and if there are sleeping audience members, they will end up being kept asleep for longer. (The audience has no "stop" status, just sleep).

EDIT: OK, I'm going to say that this becomes much easier to do if you hold the pad with your thumbs under the right part of it. so both your hands are able to mash the three buttons.

Also, I've discovered how Poison Puffs work, and it reveals an interesting fact about Double Pain. Anyway, Poison Puffs, when charged, act as if they've got the "Counter" status, except it only applies to contact attacks. They also have a high chance of poisoning the attacker. (Counter status affects hammer attacks, but this doesn't.) Therefore, you take half the damage you inflict, rounded down (minimum 1). This is not doubled with Double Pain, and it is not modified with PDs. (However, the actual damage you do IS modified with PDs, and it is this that determines the damage you take in return.)

I tried attacking a charged Poison Puff with Mario equipped with Double Pain and P-Up D-Downs, and made him inflict 7, 10 and 12 damage. He took 3, 5 and 6 back. I did the same with my partners, and they also took half, rounded down. Since they're not equipped with Double Pain, we can safely say it doesn't activate here.

EDIT again: So this is the only time Mario can take odd amounts of damage while Double Pain is equipped, apart from with Last Stand badge(s).

Incidentally, Poison Puffs do not heal each other with their poison attack. They do 10 damage to each other, but they are immune to being poisoned.

EDIT2: About Feeling Fine and Frozen: FF prevents you from freezing yourself if you eat an Icicle Pop, Zess Frappe or Snow Bunny in battle. It does not, however, protect you from Bonetail's icy breath, Ice Puffs' icy breath or Frost Piranhas' bites. Enemies with Ice Storm have not been tested. So then, two possibilities: either there are two different types of the Frozen status, with Feeling Fine preventing one but not the other, or Feeling Fine prevents you from being frozen only when no damage is taken. I'm not sure which, but it would be fairly simple to test; I'll get some P-Downs and see what happens.
« Last Edit: December 20, 2011, 08:43:53 AM by avengah »

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #113 on: December 21, 2011, 08:18:38 PM »
There's a slight omission in the Item / Badge drop FAQ. The Dark Koopa's data says that it drops Heart Finder, but Dark Koopa isn't listed alongside Heart Finder in the badge hunting section.

As for Feeling Fine, I've now decided it does NOT prevent frozen, but it MIGHT make it less likely. Having decided I needed to try my experiment with healing items again (not enough data), I finally managed to freeze myself with an Icicle Pop. It seems that the three healing items in question have a small chance of freezing you regardless, and Feeling Fine doesn't stop it happening. It might make it less likely, but that's something that would be more easily tested on an emulator, I think.

About base SP amounts - not many enemies have a base SP amount that's not 0, so maybe they intended the base SP amount to always be awarded? I mean, with Elite Wizzerds, it's 2, and it wouldn't be unreasonable to think that they might have always intended people to get 2 SP from an Elite Wizzerd? So maybe they intended that, or maybe they intended Level 0 enemies to always be treated as if they're the same level as you. Either way, it looks like it might have been an oversight.

EDIT: There are a couple more things in the Item / Badge Drop FAQ that should be addressed. In addition to adding Dark Koopa to the Heart Finder list near the bottom, I think the "held badges" list should have Shady Koopa* in the same lines as Shady Koopa, just to clarify that these badges can be stolen from the Glitzville Shady Koopas. Also, I don't think normal Fuzzies drop HP Drain (badge), so that needs taking out of the "dropped badges" list.
« Last Edit: December 24, 2011, 11:12:54 AM by avengah »

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #114 on: December 28, 2011, 09:12:11 AM »
I'll address all that when I get through chapter 3.

At any rate, while poking around in the ROM data with a HEX editor, I think I've just made my work easier for finding the statuses/levels.  I found the same data for Goomba that I found in the debug viewer in the actual ROM at address 0x464FEFD4, so I imagine all the others will be stored nearby.

On another note, I searched for "00000119 00000001" (Flower Saver w/1 drop rate) and found that it IS in the ROM, uncompressed, a mere 4 MB into the file (0x0038CE00).  I'm really ticked that I didn't find it some time ago, but I'm glad I found it the way I did, else I probably couldn't have matched the data to the correct enemies, or found the statuses and such in the debug viewer.

Also, I forgot to mention this ages ago, but around 0x00304F00 in the ROM data, I found some text that's never used in the game, but that sort of summarizes various areas and/or plot points (i.e. "Goombella Joins", "Frankly's House", "A Siren Argument"...).  I may have to post the complete list someplace; nothing that shocking as far as I've seen, but still pretty cool.

EDIT: Come to think of it, the fact that this is in the actual ROM means I could release a patch that changes enemy HP, levels, weaknesses, and item drops.  Shame that ATK/DEF aren't as solidified.
« Last Edit: December 28, 2011, 09:19:11 AM by jdaster64 »

milesluigi

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #115 on: December 28, 2011, 12:18:50 PM »
I would play a PM:TTYD hard mode hack (Paper Mario: The Thousand Year Door ++?).

Here's some of my ideas if it were to ever come to flourish. (I have no idea how easy/hard each one would be to implement. Hopefully you'll find ATT/DEF):
~Every enemy has 20% more HP
~Every enemy has +1ATT
~Every enemy who has defense has +1DEF
~Mario and his partner are more suitable to statuses
~Mario's MAX HP/FP/BP are lowered, and grow less when level up'd
~Mario's partner's MAX HP are lowered, and grow less
~By default, under the effects of 1 unsimplifier
~Items and badges are more expensive

WayoshiM

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #116 on: December 29, 2011, 08:15:53 PM »
...Did you mean susceptible to status ailments?

Otherwise, to add:

No inns
No heal blocks
Max of 5 items, Strange Sack is replaced with Return Postage
Slow/fast ailments are more prevalent against you, but two new badges give you semi-expensive FP moves to cast the ailments in your favor. One is gotten by using all 100 star pieces, the other for defeating Bonetail (probably fast).
I've got nothing to say here.

avengah

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #117 on: December 31, 2011, 01:48:05 AM »
Sounds interesting - I'd definitely give it a go! How about being penalised for missing a good BINGO - that'd encourage more people to at least try to hit it. Too many people don't even try; they just bash it and whinge when they get 3 Poison Shrooms, which is their own fault.

jdaster64, I think the Riverside Station Goombas have no item data. I went back on my 100% file.

jdaster64

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #118 on: May 23, 2012, 07:33:39 PM »
OK, this is the final straw.  I'm giving up figuring out how the item drop rates/Item Hog correspond to actual drops forever.  (Maybe not, but this is inexplicable by any means.)

http://www.youtube.com/watch?v=i0Vos4h-rJU
« Last Edit: May 23, 2012, 07:36:35 PM by jdaster64 »

WayoshiM

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Re: Game addresses: items, badges, enemy info, MOAR
« Reply #119 on: May 24, 2012, 02:45:34 PM »
Perhaps Item Hog adds a second, but identical, random chance of dropping an item?
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