All Enemy Stats

Any information you would like to share or ask in regards to the hacking of Legend of Legaia
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meth962
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Re: All Enemy Stats

Post by meth962 » Mon Nov 28, 2016 6:21 pm

I doubt it's a CRC. The prokion team is not that advanced. They did a simple modular sum on the save file which is about the oldest 'checksum' in existence. To your point though, I doubt they put any anti-hacking feature in there either. Your crashing is probably just pointing the execution to somewhere it shouldn't go and the playstation then performs a bunch of illegal operations and crashes. I'm highly suspect of those stupid flags that they like to randomly throw into the middle of all the data fields is what is causing that. I wonder if some of your changed values are read as one of those flags maybe?

But yeah, the only way to understand any of that would be to debug it.
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zkshd
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Re: All Enemy Stats

Post by zkshd » Mon Nov 28, 2016 7:24 pm

meth962 wrote:I doubt it's a CRC. The prokion team is not that advanced.
:lol:

I started to think so too, so I decided to replace an enemy block with some other enemy block, like Gilium lvl 2 instead of Gilium lvl 1. It worked fine... so next step was to edit the stats in order to be like a Gilium lvl 1 and got this:
glitchy-image-legaia.png
My worst thoughts, if you change the stats values, like gold (G lvl 2 0DCAh to 0BB8h) it will affect the drawing model and that could be why they have some many enemy types...

And those crashes were because stats modifications could turn into an illegal operation while drawing the screen...

Fuuuuuuuuuuuuuuuuuuuuuuuuuu ... you know what follows ...
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Nightshade
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Re: All Enemy Stats

Post by Nightshade » Mon Nov 28, 2016 10:02 pm

I wonder if all the code is jumbled up that way to compactify it somehow? Particularly given the detail of the enemy designs and animations, not to mention the scope of the world, it is noteworthy that the developers managed to fit the entire game onto one disc.
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meth962
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Re: All Enemy Stats

Post by meth962 » Mon Dec 05, 2016 5:05 pm

Yeah, well I see a ton of vector information for all the 3-point coordinates of the 3D model of those enemies, but they're typically after the stats. I didn't think they would be so close together like it appears :O
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Nightshade
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Re: All Enemy Stats

Post by Nightshade » Sun Jan 01, 2017 11:19 pm

dumb question:

What are the stats of Jette's clones?

Do they just have 1 HP / 1 MP / 1 in all stats?
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meth962
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Re: All Enemy Stats

Post by meth962 » Tue Jan 03, 2017 10:32 am

Yeah I thought it was something like that but I can't find it in my notes. I also thought something weird happened like he splits his MP with his clones or something, but that might have been Orb or someone else. I can look into this when I'm home.

-- Wed Jan 04, 2017 2:22 am --

Ok so here are the clone stats:
Jette Clone
HP: 1/34567 MP: 0/1000
ATK: 1(222) SPD: 274(274)
UDF: 360(360) INT: 250(250)
LDF: 287(287) AGL: 32(32)
Element: Dark Exp: 38250 G: 12500 (clearly ignores this)

Compared to Jette himself:
Jette
HP: 34567/34567 MP: 1000/1000
ATK: 222(222) SPD: 274(274)
UDF: 360(360) INT: 250(250)
LDF: 287(287) AGL: 198(198)
Element: Dark Exp: 38250 G: 12500

Remembered that bug. Jette restores his MP to full every time he splits. That's why he can cast shadow break indefinitely.
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