ronnen wrote:So I took a crack at making a code that makes the rare item/armors always available by hacking the asm function that handles that and apparently I'm too stupid to make that work. That and MIPS is new to me. So, my fail code just made all the rares always show up, but once you bought them you still had to wait the "respawn" time... which kind of defeats the purpose.
So I thought to myself, why fight this when I can just set the rares to be in the regular shops? I haven't actually gone about doing that specific task but I generated the PNACH tables necessary to do that or any other shop inventory modifications I wanted. (I wrote a little program to compile these codes)
Armor Shop codes:
https://docs.google.com/document/d/1ysl ... sp=sharing
Supply Shop codes (does contain some hmm guesses with regards to the rare items chance / capacity that I had a while back, just ignore those...):
https://docs.google.com/document/d/10R5 ... sp=sharing
The Lake Castle shop uses a dynamic in-memory table that I haven't quite figured out, so nothing on that yet.
Oh I do have the Rune shop tables somewhere but I haven't created a template for it yet... maybe later. But you can just set a Supply Shop to sell runes (you could also set an Armor shop but that is even less 'canon').
Okay, I just re-used the armor shop template and removed the rare item parts, seemed to work well so...
Rune Shop codes:
https://docs.google.com/document/d/1y-i ... sp=sharing
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