Posts for garik16

Experienced Forum User
Joined: 12/18/2012
Posts: 5
Just an update - it was recently discovered that you can "glitch" through the guards preventing you from getting the Evil Medallion (Juggernaut magic, reduces encounter rate) early. See https://www.youtube.com/watch?v=zDkU7S-vxLQ. Hilariously, the game at level 99 removes the two guards, but LOCKS the door to Juggernaut, making you to go to Van Saryu to get a key for them. But before level 99, it just puts two guards there you can bypass with a precise button press and the door is unlocked. ROFL.
Experienced Forum User
Joined: 12/18/2012
Posts: 5
ais523 wrote:
The RNG for Legaia's already been found, but I can't remember offhand where it is. (I remember it was a pain to find, though.)
Huh, ExileUT told me the only useful thing he learned was random encounters. Any idea who else might know, ais? You sure also the same RNG is used for everything? All I see in the thread is the stuff for random battles.
Experienced Forum User
Joined: 12/18/2012
Posts: 5
Derakon wrote:
Presumably whether or not you get a good drop is based on the current RNG value. The wiki has an article on luck manipulation that may prove helpful.
It'd help if i could figure out which type of factor (of the four mentioned) is causing the drops. Any idea how to do that?
Experienced Forum User
Joined: 12/18/2012
Posts: 5
So I was hoping someone could help me with this. I've downloaded PSXJin and have been using it and the memory addresses exileut discovered to do some work on this game (for instance, there's some interesting abusable properties for a segmented run for avoiding battles via saving and loading). But there's one part of this game that I'd like to figure out but I'm not sure how: Random Drops from battles. For those who haven't played the game in a while, after every battle, you usually get only EXP and GP (Currency). Extremely rarely - sometimes not even 1 in 100 battles - you'll get an item drop as well, with the item being determined based upon one of the enemies you defeated. This is EXTREMELY rare until you get an item way late in the game that makes drops very common. The thing is, the drops in this game are extremely good in early game and include some items that are extremely rare to obtain otherwise. As such, it'd be incredibly useful to a run to find out how drops actually are determined and if it's possible to manipulate them like how random battles and absorbtion can be manipulated. Does anyone know how I'd be able to go about figuring this out? I'm not sure what exactly to look for in the memory addresses.
Experienced Forum User
Joined: 12/18/2012
Posts: 5
Anyone else willing to work on this? I'm trying to do a non-tool-assisted run but was hoping to have some TAS guidance for certain parts. (And yes, you need to pick up the door of light in Drake Castle).