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 Post subject: Re: Bug Fixes
PostPosted: Sun Jun 10, 2012 5:36 pm 
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beibei1289 wrote:
Bug report:
When you return to the mercenary fortress from kyaro, the state guard from north sparrow pass should forbid you to enter but you can bypass them by using an escape talisman.

I just tested this and that's actually a nice find. No need to depend on the Nanami "charm" skill anymore :)
Also, once you come back to kyaro you can get some early dialog (1, 2, ...) or untranslated text or mute peoples(1, 2-3, 4)


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 Post subject: Re: Bug Fixes
PostPosted: Sun Jun 10, 2012 8:48 pm 
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That's bizarre. So you go to the pass, use an escape talisman, and it deposits you on the Kyaro side? I wouldn't have even guessed you could use an escape talisman at that location.


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 Post subject: Re: Bug Fixes
PostPosted: Mon Jun 11, 2012 12:25 am 
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The trick is when you Viktor and co talk to the guard then you're supposed to exit, go to merc fort, then do first recruits (Shiro and co) but don't go out yet, use talisman then ta da...

I'm going to record vid maybe but not until I'm reach all 108 stars, the point where I'm going to do huge offscreens (get most monster drops, recruit squirrel squad, etc)

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 Post subject: Re: Bug Fixes
PostPosted: Mon Jun 11, 2012 8:12 am 
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Oh, so you're only able to exploit the bug during that one moment? I wondered how it would work unless you entered from the Kyaro side. I'd say it wasn't technically a bug--you'd expect the talisman to take you there until you exit and re-enter from the other side--except they clearly set some event flags once you reach the guard station, and effectively advance the plot in Kyaro.


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 Post subject: Re: Bug Fixes
PostPosted: Wed Jun 13, 2012 9:02 am 
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Just try my old save but the escape talisman doesn't send me to Kyaro exit, is there any condition to do that? If I'm going to Kyaro before exiting to merc fort the dialogue on Kyaro basically all about Riou and Jowy being a spy or advice you to run away. It's different than screenshot badpotato post...

edit : oh I get it !! So after using talisman, you still on entrance but the guard won't stop you looolllll......

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 Post subject: Re: Bug Fixes
PostPosted: Wed Jun 13, 2012 10:21 pm 
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the escape talisman is programmed to take you to the screen where you entered the dungeon - so i'm pretty sure you have that one moment where you're escaping from Kyaro to use the escape talisman after passing the guards. if you EXIT into the East Dunan area and re-enter North Swallow Pass, the talisman would just load you back to that same screen.

... so still no enemies in Tenzan Pass?


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 Post subject: Re: Bug Fixes
PostPosted: Fri Jun 15, 2012 11:45 am 
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Pyriel, about the level bonuses from S1 data:
http://suikodenbugfixes.wikispaces.com/ ... koden+Data

Which value is taken into account for calculating Vincents starting level while looking at suikoden 1 data?
bonus = (suikoden_level - 50) / 10 * default_level / 10

Tai Ho's level perhaps?


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 Post subject: Re: Bug Fixes
PostPosted: Fri Jun 15, 2012 12:15 pm 
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He's based on himself, unless Suikoden's Vincent is a different person. I gather it's a mistake since Vincent wasn't a battle character in the original game, and his level is a fixed value when he's recruited.


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 Post subject: Re: Bug Fixes
PostPosted: Fri Jun 15, 2012 2:11 pm 
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I know. So there is no calculation done which adds always 0 as a bonus by the time of Vincents recruitement?


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 Post subject: Re: Bug Fixes
PostPosted: Fri Jun 15, 2012 7:57 pm 
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The only script commands for level either add a flat value, or set it to a flat value. There could be an area-specific routine called with a special handler, but there's no place to store the save-import level bonuses. It's just calculated and immediately added to the current level. So, no, there's no way he's getting any kind of bonus at the point when he's recruited.

I can't swear that he gets a zero bonus, but I'm fairly sure he's not over level 60 by default in Suikoden. I think he's at level 1 in the staring data for 2, so even if he gets a bonus, his level in the recruit script is higher.


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 Post subject: Re: Bug Fixes
PostPosted: Sat Jun 16, 2012 5:01 am 
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Do you intent to fix the data transfer for Tai Ho and the runes in general as well? Especially the latter is one of the things I would love to make use of!

Where did you find starting levels, weapon levels and initial equipment? I like to look into those.


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 Post subject: Re: Bug Fixes
PostPosted: Sat Jun 16, 2012 4:08 pm 
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Wait a minute... you fixed the McDohl name glitch but not the Toran Castle name glitch?

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 Post subject: Re: Bug Fixes
PostPosted: Sun Jun 17, 2012 12:29 am 
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Celes wrote:
Do you intent to fix the data transfer for Tai Ho and the runes in general as well? Expecially the latter is one of the things I would love to make use of!

Where did you find starting levels, weapon levels and initial equipment? I like to look into those.
I hadn't really given any thought to "fixing" either of those things. Not after my initial analysis anyway. I think Tai Ho would be a fairly easy fix. I couldn't even fake checks sufficiently to get runes to transfer. It appears they did multiple things that all individually make rune transfers impossible. I could rewrite the section, I suppose. For now, I'm sticking to the task of porting fixes to the Japanese version and the three European versions as time permits, but these could be introduced as optional modifications eventually.

I was reviewing a dump of the data taken just before the save transfer starts to get the initial levels and so forth.
Raww Le Klueze wrote:
Wait a minute... you fixed the McDohl name glitch but not the Toran Castle name glitch?
Are you asking because you've seen the Castle name continue to be incorrect, or because I didn't document the Castle fix along with the McDohl fix? If it's the latter, changing the text conversion algorithm should have fixed both problems, and I just never considered that the documentation should mention the Castle name glitch. I was trying to give recognizable names to things, and "Suikoden to Suikoden II Text Conversion Glitch" didn't seem common enough. I suppose I could call it that, and add redirects on the wiki and just put two short notes in the readme files.


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 Post subject: Re: Bug Fixes
PostPosted: Sun Jun 17, 2012 4:15 am 
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Quote:
I was reviewing a dump of the data taken just before the save transfer starts to get the initial levels and so forth.


Do you have a full list at hand? Otherwise, if you could point the locations out for me, I'll try look into it myself.


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 Post subject: Re: Bug Fixes
PostPosted: Sun Jun 17, 2012 4:19 am 
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Is it possible to make rune slots in Suikoden 2 dependent on the character's BASE MAG (i.e. the MAG value without any MAG-increasing equipment) like in Suikoden 4 or are they predetermined for each character?

I know this kind of system will result in stat stone trick abuse so it could be possible for everyone to have 3 slots for the famous Fury/DB/DS rune combo, but maybe it would be possible to set the third slot opening at around 120-160 MAG so that only mages (pure or otherwise) will get 3 rune slots and thus avoid stat stone abuse to tweak physical DDs for Fury/DB/DS?

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