Author Topic: Game addresses: items, badges, enemy info, MOAR  (Read 52297 times)

jdaster64

  • Badge Maniac
  • Full Member
  • ***
  • Posts: 238
    • Youtube Channel
Re: Game addresses: items, badges, enemy info, MOAR
« Reply #120 on: May 24, 2012, 06:27:07 PM »
I don't know; I've never seen a double drop like that, and I find it even weirder that they were duplicate items and fell in almost the same exact spot.  I did a double-take when I saw it drop them; lucky I was paying attention or what video footage I did get would be lost.
« Last Edit: May 24, 2012, 09:13:34 PM by jdaster64 »

jdaster64

  • Badge Maniac
  • Full Member
  • ***
  • Posts: 238
    • Youtube Channel
Re: Game addresses: items, badges, enemy info, MOAR
« Reply #121 on: August 24, 2012, 02:49:51 PM »
Status effects, and levels all 100% done!  And it appears upon looking at everything together that the four values following LV+EXP have something to do with coins; I'll need to do a bit of testing there.  My guess is that there are (Value A) coins with a (Value B)% chance of dropping apiece, and (Value C) coins with a (Value D)% chance; I'll test that suspicion sometime later today.

Link to Excel (.xlsx) file: http://www.mediafire.com/?2gj821vmxxz2d17

EDIT: Well, oddly enough, it appears that coin drops work slightly differently than I thought.  Say an enemy has "4 50 5 50" (ultra-high, btw) as its coin values.  Then, the first 4 coins each have a 50% chance of being dropped, and the last 5 have a 50 PLUS 50% chance of being dropped, or 100%.  Thus, you'll be seeing a distribution of 5-9 coins, with 7 being the most common.  In that case, 5 70 2 30 and 5 70 2 100 would yield the same resulting distribution.  That's a bit of a strange way to do it, but oh well.  At any rate, no more coin testing required either!

I changed the Stat/Attack template to reflect the new coin findings, and updated the link with a better spreadsheet.
« Last Edit: August 24, 2012, 04:06:00 PM by jdaster64 »

WayoshiM

  • Badge Maniac
  • Forum Moderator
  • Sr. Member
  • *****
  • Posts: 457
  • Can't keep a Fluttershy down!
    • My Youtube
Re: Game addresses: items, badges, enemy info, MOAR
« Reply #122 on: August 24, 2012, 11:03:46 PM »
Heh... I wish I cared enough still to geek out over these stats, but I think I really am done with PM2. It's nice you're working on this though.
I've got nothing to say here.

jdaster64

  • Badge Maniac
  • Full Member
  • ***
  • Posts: 238
    • Youtube Channel
Re: Game addresses: items, badges, enemy info, MOAR
« Reply #123 on: September 06, 2012, 01:26:21 AM »
Just a quick question; does anyone recall having seen an enemy holding a Spite Pouch?  The data would suggest they can, but I tried for a long time to get the 4-Dry-Bones group inside Hooktail Castle to hold one, to no avail (I tried a couple dozen or so sets; the odds of me seeing one in that time were ~99.5%).  We know from experience that an enemy can't hold but a certain few items in battle, even if they have a hold chance for them, so maybe Spite Pouch was a miscode on one end or the other.

In any case, the reason I asked was that I wanted to test whether having Payback status made you invincible to enemy Payback status, or vice versa, sort of like Electric.  I guess you could test on Poison Puff, as its charged status seems to be handled the same way damage-wise,  but there's no guarantee that works.  Grodus is the only enemy I can think of that I know for a fact uses the status, but I don't want to bother with that at the moment.  Maybe if my roommate finally brings his Wii to my dorm, I'll play through to that battle on my file (I still haven't beaten the game quite yet; pretty sure I stopped about half an hour short of there).

ParadoX

  • Jr. Member
  • **
  • Posts: 29
  • THE SOUFFLÉ IS A LIE !!!! EGG STIR MILK BAKE !!!!
Re: Game addresses: items, badges, enemy info, MOAR
« Reply #124 on: February 04, 2013, 06:15:05 AM »
jdaster64, i have been able to perfectly replicate your double drop, though dropped in different directions. If my Hypothesis is correct, there is always a double drop if there is a drop at alll after these two battles. I cannot explain that, but what i can explain is that everything in the drops is a multiple of 2. If this is correct, (Item hog items have dropped double too btw) then if a badge were to drop after that battle, there would be two of them. My best theory to explain the double drop is that these are the only battles with four Fuzzies in the entire game, and that the game was never programmed to have Four Fuzzies in one battle, so it took two Two Fuzzy Battles and whatever happened after the battle would happen twice (explaining the double drop) I have not debugged this yet, as i am new to the debugging thing, so it will take me some time to get this fully explained.

Ricky39

  • Jr. Member
  • **
  • Posts: 3
About Enemy Modifiers...
« Reply #125 on: March 06, 2014, 02:50:32 PM »
I realize it has been years since anyone had fooled around with PM:TTYD, but I wanna ask something... I noticed Enemy ID's next to their name, therefore I'm under the impression that an enemy modifier exists. Does such a code exist for this game?

For example, the ID that makes Magnus von Grapple 2.0 appear is 79, the decimal is 121. And by code I mean like 00000000 000000XX or 0000XXXX

ParadoX

  • Jr. Member
  • **
  • Posts: 29
  • THE SOUFFLÉ IS A LIE !!!! EGG STIR MILK BAKE !!!!
Re: Game addresses: items, badges, enemy info, MOAR
« Reply #126 on: March 22, 2014, 09:07:42 PM »
I realize it has been years since anyone had fooled around with PM:TTYD, but I wanna ask something... I noticed Enemy ID's next to their name, therefore I'm under the impression that an enemy modifier exists. Does such a code exist for this game?

For example, the ID that makes Magnus von Grapple 2.0 appear is 79, the decimal is 121. And by code I mean like 00000000 000000XX or 0000XXXX
There probably is, but I'm not good enough with hexadecimal coding to actually figure out a code that can do this. Anyone able to do this? (I would give you money via paypal if you could actually pull it off. Something like $10-25AUD)

Ricky39

  • Jr. Member
  • **
  • Posts: 3
Re: Game addresses: items, badges, enemy info, MOAR
« Reply #127 on: April 01, 2014, 09:29:38 AM »
I'd take the job, if I wasn't a rookie at that kind of thing.

Ricky39

  • Jr. Member
  • **
  • Posts: 3
Re: Game addresses: items, badges, enemy info, MOAR
« Reply #128 on: April 26, 2014, 08:45:59 AM »
Hey, I just wanted to ask a little quick question: remember during the Doopliss and Mario fight (i.e., when Doopliss had full command of Mario's body, and he'd ambush you at the hill)? Neither of them could, from what my knowledge and personal experience tells me:

1. Hurt another.
2. Status ailments would fail.

Was this type of invulnerability scripted? I have a feeling it can't be accessed in the game via Action Replay, if that's the case.