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 Oct 12, 2015 9:20 am

*Throws Phoenix on his ROM Edit project*

So I had a very very very random thought when I was scuba diving in the Keys....somewhere around 97 feet, I looked at my dive computer and the numbers stood out to me. It was a number I saw a lot in Legaia, and I suddenly remembered this project. Now that I'm back, I started working on it again.

I think all but 20 enemies have been mapped, and a few need a couple tweaks to Exp and G.
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meth962
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Re: All Enemy Stats

Post by meth962 » Thu Oct 29, 2015 8:15 am

Well I finished the reading of all enemy stats, and made it work with CDX, MDX, ISO, BIN, and the disc DAT files. Need to complete the patching the files which will be easy but tedious. Flight school is soaking up the only free days I have though so who knows when I'll get around to that >.> Some day....
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aidecor
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Re: All Enemy Stats

Post by aidecor » Tue Aug 16, 2016 5:38 am

Incoming thread necromancy:

Has this ever been done on a euroPAL version of the game? I'm wondering if the stats in euro are the same as the Jap version, or as the US version.

Also if you don't have a ROM of the european version of the game, I created one a while ago, and can upload it onto a file sharing site if necessary.

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Re: All Enemy Stats

Post by IronJustice » Wed Aug 17, 2016 8:00 pm

That is a good question. I have heard that the Japanese version of the game is harder, but not sure what exactly supposedly makes it harder.
Legend of Legaia, a pinnacle of human achievement, will always have a place in my heart
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Re: All Enemy Stats

Post by meth962 » Tue Aug 23, 2016 8:59 am

I'm skeptical because someone had the original v-jump stats from japan and the enemies had lesser stats than then NA version. On top of that, it confirmed the weird way enemy stats are stored on the disc. I've seen for things like ATK and UDF/LDF, there is the original japanese values stored on disc, but when the enemy is loaded into ram, those values are multiplied by 1.25 or so and therefor have higher stats than what v-jump says. If anything, it sounds like they adjusted the game to be harder on releases after natively releasing it in Japan.
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aidecor
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Re: All Enemy Stats

Post by aidecor » Wed Aug 24, 2016 7:22 am

It also seems that europal uses the same stats/EXP/G values as the japanese version. At least when it comes to EXP, the values listed on the enemy pages are significantly lower than those that my game is giving me. This also can't have been edited in any way, since I ripped the rom myself.

This saddens me slightly, since it means that I will forever be playing an easier version of the game than others would be, completing which will forever be a less impressive achievement than completing the NTSC version to the same level.

On the plus side, at least bosses can't screw me over as majorly as otherwise.

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Re: All Enemy Stats

Post by Nightshade » Wed Aug 24, 2016 6:47 pm

That's what I believe as well. I'm interested in potentially routing out a speedrun of the JP / PAL version, since it is likely to be noticeably easier and potentially faster than the US version and its harder enemy stats.
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Re: All Enemy Stats

Post by zkshd » Sat Nov 26, 2016 8:43 am

Hi again, I need your help meth962 to understand this:

Code: Select all

Puera3
08 FA 00 00 F5 80 EB F0 8C EB F0 28 B8 00 00 FF (same header)
D0 07 66 00 E0 01 26 01 FF CD 00 A4 00 DA 00 5E 01 CF 10 06 02 14 DC FF E2 F9 14 0F (base stats, almost equal)
EE EA F1 (different subheader)
(94 11) Gold (FF 00) Exp? (00 0A 03 80 FF) dunno, and the rest:
23 00 00 54 32 00 00 A8 FD 41 2A 00 4B 00 00 6C 59 00 7F 00 C4 67 00 00 18 77 48 00 DF 86 00 00 D4 90 F4 F0 A0 00 FF 00 7C AF 00 00 20 B1 00 FF 00 A4 B4 00 00 5E 47 20 FF 50 75 65 72 61

Puera2
08 FA 00 00 F5 80 EB F0 8C EB F0 28 B8 00 00 FF (same header)
08 07 66 00 68 01 D6 00 FF CD 00 A4 00 DA 00 2A 01 CF 10 06 02 14 DC FF E2 F9 14 0F (base stats, almost equal)
FE EA F1 (normal subheader)
(AC 0D) Gold (40 1F) Exp (00 00 0A FF 03 80) dunno, and the rest:
23 00 00 54 32 00 F7 00 A8 41 2A 00 4B 00 00 6C FF 59 00 00 C4 67 00 00 18 7D 77 48 00 86 00 00 D4 90 F4 F0 FF A0 00 00 7C AF 00 00 20 FF B1 00 00 A4 B4 00 00 5E FF 47 20 50 75 65 72 61

Puera1
08 FA 00 00 F5 80 EB F0 8C EB F0 28 B8 00 00 FF (same header)
40 06 66 00 F0 00 D6 00 FF CD 00 A4 00 DA 00 28 01 CF 10 06 02 14 DC FF E2 F9 14 0F (base stats, almost equal)
FE EA F1 (normal subheader)
(B8 0B) Gold (A0 0F) Exp (00 00 0A FF 03 80) dunno, and the rest:
23 00 00 54 32 00 F7 00 A8 41 2A 00 4B 00 00 6C FF 59 00 00 C4 67 00 00 18 7D 77 48 00 86 00 00 D4 90 F4 F0 FF A0 00 00 7C AF 00 00 20 FF B1 00 00 A4 B4 00 00 5E FF 47 20 50 75 65 72 61
As you can see all puera have the enemy type but puera 3 has different sub header, that affects the Experience value somehow:

Code: Select all

Original value for Exp:
(94 11) Gold (C9 0D) Exp? (00 0A 03 80 FF) dunno
If it has that value it gives 3991, though it reads as 3529, if I change the second byte to 0C or 0E the exp value goes to 400 (nonsense). If changed to FF it goes to 150 exp, but with 00 it goes around 7200.

I am ok with 00, but after the battle I am receiving as drop, with a 100% of chance, a Ra-Seru Meta lvl 1, why ???? I only want to change the experience points, why experience affects the drop chance :evil:

Any tips for helping me out?
Last edited by zkshd on Mon Nov 28, 2016 1:17 pm, edited 1 time in total.

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meth962
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Re: All Enemy Stats

Post by meth962 » Sun Nov 27, 2016 2:10 pm

So there's some more manual mess that Prokion made with Puear3. It was one of two monsters that I had to add a flat value to.

Puera3 should have 0xdc9 for experience read in. But then there's just a flat added += 0x700 to that so you end up with 0x14c9 (5,321). Then you do your standard 1/4th cut on exp for NA version of the game and you get 3,991.

But what you've found, there might be something else entirely. It would be weird if they used one of the bytes for exp to point to the drop table but I don't see it. I know there's the steal table but drops I'm not sure. The only way to know for sure is to breakpoint how the enemies are read in at a battle.
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zkshd
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Re: All Enemy Stats

Post by zkshd » Mon Nov 28, 2016 1:16 pm

meth962 wrote:Puera3 should have 0xdc9 for experience read in. But then there's just a flat added += 0x700 to that so you end up with 0x14c9 (5,321). Then you do your standard 1/4th cut on exp for NA version of the game and you get 3,991.
Yeah I thought the same thing (adding 07h to 0dh in order to obtain 14h), but it's not the case. Indeed it needs some debugging (hate to debug).

Anyway when I was testing my mini mod (changes in the steal table + some monster stats), I found something even worse than Puera lvl 3. Oh god...

It seems that some monsters have a sort of check sum (or CRC) implemented that prevent easy modding. Here is my test:
Zeto --> can be modded (I only increased the amount of gold)
Dohati --> same as Zeto
Zora --> if I change the amount of gold, the game crash with epsxe
Puera (all levels), can be modded (changed gold and experience)
Gilium (only tested lvl 1) --> same as Zora, but I modded the experience here.

As you may know the game reads from the ISO the enemy data just before the battle starts, and in that moment the game crashes for Zora and Gilium, if you change to the original value the battle loading is ok...

Who the fu .... c ... puts a CRC in psx game. (I am sorry I just doing catharsis)

As you said, it looks like many different coders worked at the enemy stats.

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