Posts for Xavos


Experienced Forum User
Joined: 1/3/2015
Posts: 8
That may be the case but I do believe I have the correct addresses as they are the only ones that are consistently counted after every battle, this would fit in with what limited prior documentation on Romancing Saga suggests too. I still need to do more testing in r8948 to make sure that it works (going to play through an entire prologue fighting every available battle) and see if the same things happen that occurred in 1.9.2 or if it does what I'm hoping for or something else entirely. If after the prologue I find myself locked out of early game quests and encounter significant increased enemy strength I'll assume there's more than just the battle counter that influences these things. The current documentation for Romancing Saga isn't worded well and isn't clear if the in game clock has any bearing on the issue. If results are the same in both 1.9.2 and r8948 I'll find out the addresses for the game clock and test those too along with the battle counter addresses. I'm hoping things work out the way I want as a full fan translation of Romancing Saga is due for release soon. I'd like to try and document the game algorithms and make a guide on how certain side quests effect one another. This would be much easier if I find a way to freeze what decides to lock certain quests as the sheer amount of enemies and difficulty of avoiding them ensures you'll be locked out of quests through playing the game normally. If there is an issue with Bizhawk though I'd be happy to help with testing specific things in a variety of games. Bizhawk has the best UI, especially so for RAM searching and watching so I wouldn't like to have to go back to Snes9x to document games. EDIT: I suppose I should link the only site I know with any significant data on Romancing Saga so far as it might help explain my point a bit. Unfortunately it's all in Japanese but Google Translate should be good enough even though it fails to understand context. http://www8.plala.or.jp/alice4/ And this page of the site explains a bit on the battle counter. http://www8.plala.or.jp/alice4/74.htm#00 If the battle counter starts at 0 and counts up to 65535 as the site suggests then logically I should find the addresses that increase their values by 1 at the end of battle yes? The 4 addresses I've noted are the only addresses that do this so they should be the ones I must monitor and freeze. I will start conducting some more testing in r8948 once I get back home from work later today. EDIT2: I have completed testing a playthrough of Albert's prologue (this one requires the most fights) in Romancing Saga using Bizhawk dev build r8948 with the addresses I've frozen. Early game side quests are available and I never encountered a stronger enemy set despite doing even more fights than my playthrough using 1.9.2. I'm convinced that address freezing does not work in 1.9.2 but does work with r8948 after this. Hopefully this info can help resolve the issue but I can do further in game testing if that's necessary, may test other games too and see if it's an issue that only effects certain games.
Experienced Forum User
Joined: 1/3/2015
Posts: 8
Well, I'm playing Romancing Saga on the SNES core. I watched and froze the addresses 000244, 0002C4, 016444 and 016544 at 2 byte size as they're counting the amount of times battle has been initiated (amount of times battle initiated influences what enemies you encounter and what side quests are available). However, after about 200 battles, early game sidequests locked out and enemy encounter sets in a single area had changed to a stronger set of enemies. Also, when unfreezing the value, it jumped up to a much higher number. Repeating the same thing in dev build r8948 seems to work as freezing the addresses, finishing one battle and then unfreezing the value doesn't result in the value changing to a higher value like in 1.9.2. Sorry if I'm wording things badly. I hope this helps though.
Experienced Forum User
Joined: 1/3/2015
Posts: 8
Unsure how much this will help, but freezing addresses doesn't seem to work well in the stable releases. When I attempt to freeze an address I'm watching it says it's frozen but the effects of the address continue as if it wasn't frozen at all. I've gone back to the Bizhawk r8948 dev release as freezing seems to work as intended there. Maybe try an earlier build and see if the sprite does what you want it too then?
Experienced Forum User
Joined: 1/3/2015
Posts: 8
Yeah I'm dumb, I was trying to get them to work on the 68K memory domain as it was the default one, stupid mistake and should have tested the other domains I guess. Thanks for the help, I'm not too bright with this stuff.
Experienced Forum User
Joined: 1/3/2015
Posts: 8
Hey, back again because I'm stupid and can't wrap my head around addresses in the memory of Roms and how they work. This time it's related to the Genesis and the game Rocket Knight Adventures (USA version). I found 2 infinite health codes to try out, one that told me to write 0x6004 to address 0xF54A which didn't seem to do anything at all. The other code told me to write 0x003F to the address 0xFFC040, I dropped the FF as that seems like it would refer to an address that's way more than a Genesis ROM can have. The code didn't work but the value on C040 does decrease when the health decreased and it reacts when I poke it, freezing the value on the address doesn't seem to do anything though, health still decreases upon taking a hit. Not sure what to do from here to get the result I want. Thanks for helping me understand how to enter codes for SNES Roms last time by the way, haven't had any problems with any or the codes I've been using in SNES games since. Just need to figure out how codes work with the Genesis core now.
Experienced Forum User
Joined: 1/3/2015
Posts: 8
Alright, been testing it for a while and have been managing to recreate the issue frequently by opening Task Manager. Something to do with ctrl+alt+del keys being pressed in Windows 8 maybe? It disables hotkeys on my keyboard too. I'm also having another issue but don't think it's worth making another thread over. I'm playing Shin Megami Tensei on the SNES core and I'm attempting to get a fast exp gain code to work but it doesn't seem to activate when I enter it into the WRAM or BUS. The address is 0x1C6B0 and the value is 0x5. Another code I've used which should have the same effect has the address 0x7E05D6 and the value 0xFF but returns the error message "8259030 is not a valid address for the domain WRAM." It'll accept the code into the BUS but it doesn't seem to do anything there. I'm assuming this issue isn't a bug though, probably just not understanding how codes should be entered into Bizhawk. It'd be great if I could get some pointers on what I'm doing wrong and how to properly use cheats with Bizhawk.
Experienced Forum User
Joined: 1/3/2015
Posts: 8
Mainly the buttons on my Logitech F310 Gamepad but the problem also occurs when I'm using a Xbox 360 controller. I suppose next time it occurs I should test it with some hotkeys on my keyboard and see if it's just an issue with gamepads?
Experienced Forum User
Joined: 1/3/2015
Posts: 8
I've recently updated to Bizhawk 1.9.1 and have started to encounter a problem that didn't seem to happen in previous versions. Every now and then when changing windows, sometimes the hotkeys I use for savestating seem to become disabled upon returning to Bizhawk. Normal controls work and I can still save and load states through the menu but all hotkeys don't function. Closing and re-opening Bizhawk restores functionality to hotkeys. Just wondering if anyone else has this problem and if there's a fix I can do on my end or if it's something that'll need to be fixed with an update to Bizhawk?