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Fixing the AGI /skip turn glitch

Discussion about this classic Genesis/Mega Drive game.

Fixing the AGI /skip turn glitch

Postby MCRT » Tue Apr 04 2017 5:27pm

Hi,

I wonder if anyone ever created a fix for the agility glitch that causes boost to let your characters skip a turn.

The 2 ways I could think of would be changing the AGI cap from 100 to 82 or (for real uber-mega pro's) to change boost to keep it from boosting the AGL over the cap.

So did anyone ever try this?
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Re: Fixing the AGI /skip turn glitch

Postby Lord Kane » Sun Apr 09 2017 7:40pm

As far as I know, such a patch doesn't exist up to now. But I second you, such a fix would be very appreciated. :excited:
And i also second your two ways to solve the problem. :thumbsup:

So who can master and wants this noble task? :)
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Re: Fixing the AGI /skip turn glitch

Postby SirHedge » Tue Apr 11 2017 12:36am

If you're just looking to set the AGI cap, you can do so by changing the following two hex locations:
0X880B Agility stat cap.
0x881F Agility Equipment cap.

If you want to read more about the AGI stat, you can read Nightshade's post about it here:
viewtopic.php?f=5&t=19496&p=565070&hilit=0x8755#p565070
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Re: Fixing the AGI /skip turn glitch

Postby MCRT » Tue Apr 11 2017 2:52pm

Thanks for the hint SirHedge, I found the same topic yesterday morning after browsing some old topics (I somehow overlooked that it is linked in the hack library :damnit: )

After some thinking about it, I came to the conclusion that changing the agility level cap from 100 to 82 would actually be no good solution, as:
- a lot of character would end up at 82 Agility, making the turn order a little bit messy
- with boost and quick ring you could still break the 127, making the quick ring still useless outside of early fairy stage levelling.

After reading Nightshade's explanation and Lord Kane's calculation in this topic (viewtopic.php?f=5&t=21118&p=600420&hilit=agility+skip#p600420), I nevertheless decided to revive my hexing skills.
But Nightshade stated that changing the boost cap could also turn out a little bit messy in regards to double turns.

Therefore I spend the whole afternoon yesterday with some in game testing and came to the conclusion that the best solution is to just change the boost/equipped agility cap to 112 while leaving the level stat cap untouched.
This way:
- the characters will have their natural agility order but also never skip a turn
- you can make use of the quick ring (to make sure that your boost caster has a higher change to get his turn before the other agi 100 chars)
-and it has no effect on the double turns of the enemy :thumbsup:

I also created a patch for those who are not into hex editing. So here it is:
Shining Force 2 (U) AGL fix.rar


EDIT: added the patch to the post. It is a regular ips patch, I just had to put it into a rar as ips cannot be attached to posts.
You do not have the required permissions to view the files attached to this post.
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Re: Fixing the AGI /skip turn glitch

Postby Lord Kane » Sun Apr 16 2017 8:05pm

Great work MCRT and also thanks for the hint SirHedge!! This patch arrives in perfect timing since I'm at the moment playing BNC's Survival Mode Hack and I'm at the battle with King Galam. At least two of my heroes have reached AGI=100 and while other's are also nearing this limit I'm always fearing using boost on them. So your patch is extremely helpful for me. I will try it tomorrow!! Thanks a lot! ;)

Edit: IT WORKS!! :excited: :excited: :)
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Re: Fixing the AGI /skip turn glitch

Postby cloudiar_ » Sun Apr 23 2017 12:20pm

MCRT wrote:Thanks for the hint SirHedge, I found the same topic yesterday morning after browsing some old topics (I somehow overlooked that it is linked in the hack library :damnit: )

After some thinking about it, I came to the conclusion that changing the agility level cap from 100 to 82 would actually be no good solution, as:
- a lot of character would end up at 82 Agility, making the turn order a little bit messy
- with boost and quick ring you could still break the 127, making the quick ring still useless outside of early fairy stage levelling.

After reading Nightshade's explanation and Lord Kane's calculation in this topic (viewtopic.php?f=5&t=21118&p=600420&hilit=agility+skip#p600420), I nevertheless decided to revive my hexing skills.
But Nightshade stated that changing the boost cap could also turn out a little bit messy in regards to double turns.

Therefore I spend the whole afternoon yesterday with some in game testing and came to the conclusion that the best solution is to just change the boost/equipped agility cap to 112 while leaving the level stat cap untouched.
This way:
- the characters will have their natural agility order but also never skip a turn
- you can make use of the quick ring (to make sure that your boost caster has a higher change to get his turn before the other agi 100 chars)
-and it has no effect on the double turns of the enemy :thumbsup:

I also created a patch for those who are not into hex editing. So here it is:
Shining Force 2 (U) AGL fix.rar


EDIT: added the patch to the post. It is a regular ips patch, I just had to put it into a rar as ips cannot be attached to posts.


I'm not sure that your patch works 100%, explain:

"- the characters will have their natural agility order but also never skip a turn"

In my case fail, some characters greater than 112 agility (no rings or boost), I've lost turns around 122-127 agility.

Another question, is it normal that your patch does not count +112 agility if equipped agility ring ???

Sometimes it shows 112 and it does not happen, others show the real value, it's strange ...

I just want to inform you maybe know whats need to fix, comment my case, I have the double-turn problem (original exploit skyp turn), that's why I used your patch ... maybe less happens, but not fix .

Any idea? Can it be fixed?

Thanks in advanced
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