Notes:Phantasy Star IV: The End of the Millennium
This page contains notes for the game Phantasy Star IV: The End of the Millennium.
Warp Codes
Two PAR codes can be used to determine what location the player will warp to upon the next screen transition. These are FFEC28:## and FFEC29:##. For values between 00 and FF leave FFEC28 as 0 (or simply don't have the code enabled at all unless you need to warp from a starting point higher then FF) and enter the desired destination in code FFEC29. For all values greater then that set FFEC28 to 1 and then enter the rest of the value in FFEC29. If this code is activated while on the overworld maps of Motavia and Dezolis map looping and warp points will break but it is safe to use on the Rykros overworld map because that does not loop. Also note that there is no way to fix the broken looping so a game reset will be required.
It is not possible to warp directly into a cutscene using this code but it can leave the party stranded in impassable tiles or on a map from which there is no exit. Use with caution as each time a new area loads the game will reset the switch that controls whether or not enemies appear.
Some other possible complications: The top floor of Garuberk Tower forces this switch to stay on until the player approaches Dark Force. In the town of Mile activating enemy encounters while in the part of town with the sandworm can trigger that battle if the job hasn't yet been completed - resulting in a fight that cannot be escaped. A triggered battle that tries to load a formation outside the encounter tables will crash the game. Finally, it is possible to appear on a warp tile and get stuck in an infinite warping loop. Elevator warps in dungeons can be used with this code as long as the Block option in the game's debug mode is switched on (which is the only time elevator warps can be used safely with Block activated).
00: Motavia overworld 01: Dezolis overworld 02: Rykros overworld 03 - 0f: [crash] 10: Piata 11: Academy 1st floor 12: Academy 1st floor basement access 13: Academy 2nd floor 14: Academy principal's office 15: Academy basement B1 16: Academy basement B2 17: Academy basement B3 18: Piata dormitories 19: Piata inn 1a: Piata large house 1b: Piata tool shop 1c: Piata small house 1d: Mile (live version) 1e: Mile (dead version) 1f: Mile weapon shop 20: Mile old couple's house 21: Mile item shop 22: Mile student's house 23: Mile inn 24: Zema 25: Zema large northern house 26: Zema weapon/armor shop 27: Zema inn 28: Zema large southern house 29: basement of above house 2a: Zema tool shop 2b: cave connecting Zema with the Bio-Plant 2c: same cave, B2 2d: valley maze, 1st floor (fully mapped out in different palette, warps work, battles will crash) (exits straight to the overworld) [values of 2e - 38 produced crashes] 39: Krup 3a: Krup schoolhouse 3b: Krup armor store 3c: Krup tool shop 3d: Krup small house 3e: Krup inn 1st floor 3f: Krup inn 2nd floor 40: Molcum 41: Tonoe 42: Tonoe warehouse entrance 43: Tonoe elder's house 44: Tonoe small house 1 45: Tonoe small house 2 46: Tonoe inn 47: Tonoe warehouse B1 48: Tonoe warehouse B2 49: Tonoe warehouse B3 4a: Tonoe warehouse B4 4b: Nalya 4c: Nalya tent house 1 4d: Nalya tent house 2 4e: Nalya inn 4f: Nalya damaged house 50: Nalya small house 51: Nalya southern house 52: Nalya inn 1st floor 53: Nalya inn 2nd floor 54: Aeido 55: Aeido bakery, ground floor 56: Aideo bakery 57: Hunter's Guild lobby 58: Hunter's Guild chest room 59: Hunter's Guild dressing room 5a: Hunter's Guild lounge 5b: Aeido weapon/armor store 5c: Aeido jail 5d: Aeido cemetery house 5e: Aeido, Alys's house 5f: Aeido house 1 60: Aeido house 2 61: Aeido house 3 62: Aeido house 4 63: Aeido market (forced to 2 dot speed) 64: Aeido bar 65: Aeido house 5 (missing dog) 66: Aeido fortuneteller 67: Aeido house 6 68: Kadary 69: Kadary, Zio's shrine 6a: Kadary bar, 1st floor 6b: Kadary bar, 2nd floor 6c: Kadary, ruined house 6d: Kadary, small house 6e: Kadary, house 1 6f: Kadary, large house 70: Kadary tool store 71: Kadary inn 1st floor 72: Kadary inn 2nd floor 73: Monsen 74: Monsen inn 75: Monsen empty building 76: Monsen house 1 77: Monsen house 2 78: Monsen house 3 (missing child) 79: Monsen house 4 7a: Monsen tool store 7b: Termi 7c: Termi gift store 7d: Termi house 1 7e: Termi armor store 7f: Termi inn 80: Termi house 2 81: Passageway (cave behind Aeido) 82: Zio's Fort ground floor 83: Zio's Fort, stairwell ground floor 84: Zio's Fort, 2nd floor 85: Zio's Fort, west tower peak 86: Zio's Fort, west walkway 87: Zio's Fort, 3rd floor main 88: Zio's Fort, east walkway 89: Zio's Fort, east tower peak 8a: Zio's Fort, 4th floor 8b: Zio's Fort, 5th floor 8c: Ladea Tower, ground floor 8d: Ladea Tower, 2nd floor 8e: Ladea Tower, 3rd floor 8f: Ladea Tower, 4th floor 90: Ladea Tower, 5th floor 91: Ladea Tower, top floor 92: cave under Soldier's Temple, 1st floor 93: cave under Soldier's Temple, 2nd floor 94: cave under Soldier's Temple, 2nd floor (treasure room) 95: cave under Soldier's Temple, 1st floor (back room) 96: cave under Soldier's Temple, B1 (treasure room) 97: cave under Soldier's Temple, 3rd floor (dead end) 98: cave under Soldier's Temple, 3rd floor (final room) 99: Soldier's Temple, exterior 9a: Soldier's Temple, interior 9b: valley maze, 1st room 9c: valley maze, 1st floor (treasure room) 9d: valley maze, 2nd room 9e: valley maze, water room 9f: valley maze, 3rd room a0: valley maze, large water room (treasure room) a1: valley maze, final room a2: Bio-Plant entrance a3: Bio-Plant room 2 (sterilization room) a4: Bio-Plant room 3 (elevator) a5: [crash] a6: Bio-Plant B1 elevator access a7: Bio-Plant B2 west wing a8: Bio-Plant B2 west wing ruined hall a9: Bio-Plant B3 catwalks aa: Bio-Plant B3 elevator access ab: Bio-Plant B4 south ac: Bio-Plant B4 north ad: Bio-Plant B4 Seed's room ae: Wrecked Ship 1st room af: Wrecked Ship 2nd room (treasure room) b0: Wrecked Ship 3rd room (elevator access) b1: Wrecked Ship B1 catwalks b2: Wrecked Ship B1 treasure room b3: Wrecked Ship B2 elevator access b4: Wrecked Ship B2 catwalks b5: Wrecked Ship B2 connecting hall b6: Wrecked Ship monitor room b7: Machine Center ground floor b8: Machine Center B1 b9: Machine Center vehicle storage ba: Plate System ground floor bb: Plate System B1 bc: Plate System B2 bd: Plate System B3 be: Plate System B4 bf: Motavian Spaceport c0: Climate Center ground floor c1: Climate Center B1 c2: Climate Center B2 c3: Climate Center B3 c4: Weapon Plant ground floor c5: Weapon Plant B1 c6: Weapon Plant B2 c7: Weapon Plant B3 c8: Vahal Fort ground floor c9: Vahal Fort B1 ca: Vahal Fort B2 cb: Vahal Fort B3 cc: Nurvus B1 main room cd: Nurvus B1 north room ce: Nurvus B2 cf: Nurvus B3 elevator access d0: Nurvus B4 main room d1: Nurvus B2 sidescrolling hallway d2: Nurvus B5 hall d3: Nurvus final room d4: Dezolisian spaceport d5: Nurvus B4 elevator access d6: Nurvus B4 sidescrolling hallway d7: Nurvus B1 staircase up d8: cavern entrance to greater Motavian side of Valley Maze d9: cavern entrance to Tonoe side of aforementioned cave da: Aeido side of Passageway db: Kadary side of Passageway These 4 screens are covered in warps in some areas. It is necessary to disable the warp code right after the screen goes black in order to minimize the risk of going into an infinite warp loop. dc - df: [crash] e0: Uzo e1: Uzo, house 1 e2: Uzo, house 2 e3: Uzo inn e4: Uzo, house 3 e5: Uzo tool shop e6: Torinco e7: Torinco, sick kid's house e8: Torinco, house 1 e9: Torinco, house 2 ea: Torinco tool shop eb: Torinco inn ec: cave under Monsen ed: Rappy cave ee: [crash] ef: [crash] f0: Silence Temple spaceport access f1: Silence Temple main area f2: Strength Tower 1st floor f3: Strength Tower 2nd floor f4: Strength Tower 3rd floor f5: Strength Tower 4th floor f6: Strength Tower 5th floor f7: Courage Tower 1st floor f8: Courage Tower 2nd floor f9: Courage Tower 3rd floor fa: Courage Tower 4th floor fb: Courage Tower 5th floor fc: Anger Tower 1st floor fd: Anger Tower 2nd floor fe: Anger Tower 3rd floor ff: [crash] 100: The Edge screen 1 101: The Edge screen 2 102: The Edge screen 3 103: The Edge screen 4 104: The Edge screen 5 105: The Edge screen 6 (dead end) 106: The Edge screen 7 107: The Edge screen 8 108: The Edge screen 9 (last screen before the final boss) 109 - 11f: [crash] 120: Tyler 121: Tyler, elder's house 122: Tyler weapon/armor store 123: Tyler tool store 124: Tyler house 125: Tyler inn 126: Zosa 127: Zosa house 1 128: Zosa house 2 129: Zosa weapon/armor store 12a: Zosa tool store 12b: Zosa inn 12c: Zosa house 3 12d: Meese 12e: Meese house 1 12f: Meese tool store (dew shop) 130: Meese tool store 131: Meese armor/weapon store 132: Meese inn 133: Meese hospital 1st floor 134: Meese hospital 2nd floor 135: [crash] 136: Jut 137: Jut house 1 138: Jut house 2 139: Jut house 3 13a: Jut house 4 13b: Jut house 5 13c: Jut armor/weapon store 13d: Jut tool store 13e: Jut house 6 1st floor 13f: Jut house 6 2nd floor 140: Jut house 7 141: Jut house 8 142: Jut inn 143: Jut temple 144: Ryuon 145: Ryuon tool store 146: Ryuon weapon/armor store 147: Ryuon house 1 148: Ryuon house 2 149: Ryuon house 3 14a: Ryuon bar 14b: Ryuon inn 14c: Raja's temple 14d: Reshel (state depends on event flags; ruined town) 14e: Reshel (under reconstruction) 14f: Reshel (final state) 150: Reshel house 1 (little girl, town state 2) 151: Reshel armor store (town state 2) 152: Reshel house 1 (little girl, town state 3) 153: Reshel tool store (town state 3) 154: Reshel house 2 (town state 3) 155: Reshel armor store (town state 3) 156: Reshel inn (town state 3) 157: Reshel house 3 (town state 3) 158: Myst Vale room 1 159: Myst Vale room 2 15a: Myst Vale room 3 15b: Myst Vale room 4 15c: Myst Vale final room 15d: Sword Cave B1 15e: Sword Cave B2 15f: Hangar 160: Gumbious exterior (or B2 exiting to normal temple B1, depending on event flags) 161: Gumbious ground floor 162: Gumbious 2nd floor 163: Gumbious B1 164: Gumbious B2 (exits to ruined temple, exits to B1 in a new game) 165: Gumbious B2 back room 166: Esper Mansion exterior 167: Esper Mansion south hall 168: Esper Mansion west room 169: Esper Mansion east room (treasure room) 16a: Esper Mansion northern hall 16b: Esper Mansion eastern bedroom 16c: Esper Mansion west training room 16d: Esper Mansion courtyard exterior 16e: Esper Mansion sanctuary ground floor 16f: Esper Mansion sanctuary B1 170: Air Castle northern exterior 171: Air Castle southern exterior 172: Air Castle 1st floor front hall 173: Air Castle 1st floor southern main hall 174: Air Castle 1st floor southwestern rooms 175: Air Castle 1st floor southeastern rooms 176: Air Castle 1st floor southern courtyard access (interior) 177: Air Castle 2nd floor southestern rooms 178: Air Castle 2nd floor southeastern rooms 179: Air Castle northern courtyard access 17a: Air Castle stairs to B1 17b: Air Castle 1st floor northern main hall 17c: Air Castle 2nd floor northwestern hall 17d: Air Castle 2nd floor northeastern hall 17e: Air Castle 1st floor northwestern rooms 17f: Air Castle 1st floor northeastern rooms 180: Air Castle 2nd floor western exterior access 181: Air Castle 2nd floor eastern exterior access 182: Air Castle 2nd floor west treasure room 183: Air Castle 2nd floor east staircase to top 184: Air Castle Xe-A-Thoul room (encounters default to off but has valid formation entries) 185: Air Castle B1 186: Air Castle B1 hall to Lashiec's room 187: Air Castle B1 Lashiec's room 188: Air Castle B2 189: Air Castle B3 18a: Air Castle B4 18b: Air Castle B5 18c: Zelan (in the starfield; goes straight into a cutscene if the Block option isn't checked in the debug menu) 18d: Zelan spaceport access 18e: Zelan main area 18f: Kuran (in the starfield) 190: Kuran spaceport access 191: Kuran 2nd floor 192: Kuran 3rd floor 193: Kuran 3rd floor west wing 194: Kuran 2nd floor west wing 195: Kuran 2nd floor east wing 196: Kuran 3rd floor east wing 197: Kuran 2nd floor south elevator access 198: Kuran final room 199: Garuberk Tower 1st floor 19a: Garuberk Tower 2nd floor 19b: Garuberk Tower 3rd floor 19c: Garuberk Tower 4th floor 19d: Garuberk Tower 5th floor 19e: Garuberk Tower 6th floor 19f: Garuberk Tower 7th floor 1a0: Air Castle (in starfield) --end of list
Values higher then this usually do not outright crash but the game loads an inescapable glitchy area that looks like it would fit right in with Yume Nikki.
Dungeon #s: Bio-Plant: 02 Valley Maze: 03 Tonoe Warehouse: 05 Wrecked Ship: 06 Passageway: 07 Zio's Fort: 09 Nurvus: 0a Piata Basement: 0b Machine Center: 0c Plate System: 0d Ladea Tower: 0e Air Castle (lower): 0f Zelan: 10 Kuran: 11 Hangar: 12 Myst Vale: 13 Climate Center: 14 Weapon Plant: 15 Air Castle (upper): 16 Garuberk Tower: 17 Island Cave: 18 Soldier's Temple Interior: 19 Vahal Fort: 1a Courage Tower: 1b Strength Tower: 1c Anger Tower: 1d Sword Cave: 1e The Edge: 1f The Hole: 20 (Monsen Cave) Rappy Cave: 21
The dungeon numbering apparently just skips 04. I'm not sure what the dungeon #s are actually used for other then preventing the player from saving the game. They might be used to determine what battle background is used. PAR address is FFED51.
NOTHING Monsters
The 8 NOTHINGs in the monster name table are the following foes, in order.
Zio The Carnivorous Trees protecting Garuberk Tower Dark Force 1 Dark Force 2 Dark Force 3 Profound Darkness 1 Profound Darkness 2 Profound Darkness 3
My best guess is that the programming allowing those neat battle-starting animations ran into a conflict with name display so they were dummied out. These are precisely the same fights (the only fights) that start up in a non-standard sequence and don't use the enemy name window.
Virtual Console Patch
The Virtual Console version has slightly different patches between the Japanese and US and European releases.
Japan
>0x120 string "PHANTASY STAR The end of the millennium"
#
# colorup_r1の上限修正版(jue共通)
#
0x2fff00:
beshort 0x7600 # moveq.l #$00,d3
beshort 0x0c78,0x0100,0xec28 # cmpi.w #$0100,$ec28.w
beshort 0x6d0e # blt.s 1f
beshort 0x0c78,0x0108,0xec28 # cmpi.w #$0108,$ec28.w
beshort 0x6e06 # bgt.s 1f
beshort 0x4a38,0xee69 # tst.b $ee69.w
beshort 0x6624 # bne.s 4f
#1:
beshort 0x41f8,0xfb02 # lea.l $fb02.w,a0
beshort 0xd0c0 # adda.w d0,a0
beshort 0x7e0c # moveq.l #$0c,d7
#2:
beshort 0x3a10 # move.w (a0),d5
beshort 0xe67d # ror.w d3,d5
beshort 0x3405 # move.w d5,d2
beshort 0x5445 # addq.w #2,d5
beshort 0x3205 # move.w d5,d1
beshort 0x0c41,0x000c # cmpi.w #$000c,d1 ;上限修正値(元は$000e)
beshort 0x6f04 # ble.s 3f
beshort 0x3a3c,0x000c # move.w #$000c,d5 ;上限修正値(元は$000e)
#3:
beshort 0xe77d # rol.w d3,d5
beshort 0x30c5 # move.w d5,(a0)+
beshort 0x51cf,0xffe6 # dbra.w d7,2b
#4:
beshort 0x4e75 # rts
#
# lvl99バグパッチ(jue共通)
#
0x2ffe00:
beshort 0x3028,0x0008 # move.w $0008(a0),d0
beshort 0x0c40,0x0063 # cmpi.w #$0063,d0 ;lvl99?
beshort 0x6608 # bne 1f
beshort 0x323c,0x0000 # move.w #$0000,d1 ;not99 = false
beshort 0x5c8b # addq.l #$06,a3 ;バグの根幹、99の場合もlvupdataのポインタ(a3)を次の人に
beshort 0x4e75 # rts
#1:
beshort 0x323c,0xffff # move.w #$ffff,d1 ;not99 = true
beshort 0x4e75 # rts
#
# jp
#
>0x180 string "GM G-5524 -00"
# 光過敏対応
0x035ca2:
beshort 0x0888 # player critical hit flash color(元は0x0eee)
0x0359da:
beshort 0x0888 # boss damage flash color(元は0x0eee)
0x03fdd6:
beshort 0x0eec # destruction cyan color(元は0x0ec6)
0x02dfa4:
beshort 0x000f # last boss megido イントロの赤増加頻度(0x0008/(n+1))
0x02dfb0:
beshort 0x0002 # last boss megido イントロの赤増加回数(元4回)
0x02e0e1:
byte 0x01 # last boss megido 爆発赤減少回数n+1(元3+1回)
0x02e101:
byte 0x01 # last boss megido 爆発赤増加回数n+1(元3+1回)
0x02dba4:
beshort 0x002f,0xff00 # jsr colorup_r1をパッチルーチンへ
0x02dc36:
beshort 0x000c # last boss dead action 赤増減エフェクト上限修正値
# メギドバグ修正
0x071700:
beshort 0x0061 # 元は0x0060(ラザンと被る)、海外では修正済み
# lvl99バグ修正
0x003e66:
beshort 0x4eb9,0x002f,0xfe00 # jsr 0x2ffe00 ;lvl99の場合もlvupdataのポインタ(a3)を進めるパッチ処理を呼ぶ
beshort 0x4a41 # tst.w d1 ;check not99
#### デバッグ用戦闘後取得経験値操作
###0x002f34:
### beshort 0x223c,0x0020,0x0000 # move.l #$00200000,d1
#
# us
#
>0x180 string "GM MK-1307 -00"
# 光過敏対応
0x035cb8:
beshort 0x0888 # player critical hit flash color(元は0x0eee)
0x0359f0:
beshort 0x0888 # boss damage flash color(元は0x0eee)
0x03fdec:
beshort 0x0eec # destruction cyan color(元は0x0ec6)
0x02dfb2:
beshort 0x000f # last boss megido イントロの赤増加頻度(0x0008/(n+1))
0x02dfbe:
beshort 0x0002 # last boss megido イントロの赤増加回数(元4回)
0x02e0ef:
byte 0x01 # last boss megido 爆発赤減少回数n+1(元3+1回)
0x02e10f:
byte 0x01 # last boss megido 爆発赤増加回数n+1(元3+1回)
0x02dbaa:
beshort 0x002f,0xff00 # jsr colorup_r1をパッチルーチンへ
0x02dc3c:
beshort 0x000c # last boss dead action 赤増減エフェクト上限修正値
# lvl99バグ修正
0x003f4c:
beshort 0x4eb9,0x002f,0xfe00 # jsr 0x2ffe00 ;lvl99の場合もlvupdataのポインタ(a3)を進めるパッチ処理を呼ぶ
beshort 0x4a41 # tst.w d1 ;check not99
#
# eu
#
>0x180 string "GM MK -1307 "
# 光過敏対応
0x035cc0:
beshort 0x0888 # player critical hit flash color(元は0x0eee)
0x0359f8:
beshort 0x0888 # boss damage flash color(元は0x0eee)
0x03fdf4:
beshort 0x0eec # destruction cyan color(元は0x0ec6)
0x02dfba:
beshort 0x000f # last boss megido イントロの赤増加頻度(0x0008/(n+1))
0x02dfc6:
beshort 0x0002 # last boss megido イントロの赤増加回数(元4回)
0x02e0f7:
byte 0x01 # last boss megido 爆発赤減少回数n+1(元3+1回)
0x02e117:
byte 0x01 # last boss megido 爆発赤増加回数n+1(元3+1回)
0x02dbb2:
beshort 0x002f,0xff00 # jsr colorup_r1をパッチルーチンへ
0x02dc44:
beshort 0x000c # last boss dead action 赤増減エフェクト上限修正値
# lvl99バグ修正
0x003f54:
beshort 0x4eb9,0x002f,0xfe00 # jsr 0x2ffe00 ;lvl99の場合もlvupdataのポインタ(a3)を進めるパッチ処理を呼ぶ
beshort 0x4a41 # tst.w d1 ;check not99
US/Europe
>0x120 string "PHANTASY STAR The end of the millennium"
#
# colorup_r1の上限修正版(jue共通)
#
0x2fff00:
beshort 0x7600 # moveq.l #$00,d3
beshort 0x0c78,0x0100,0xec28 # cmpi.w #$0100,$ec28.w
beshort 0x6d0e # blt.s 1f
beshort 0x0c78,0x0108,0xec28 # cmpi.w #$0108,$ec28.w
beshort 0x6e06 # bgt.s 1f
beshort 0x4a38,0xee69 # tst.b $ee69.w
beshort 0x6624 # bne.s 4f
#1:
beshort 0x41f8,0xfb02 # lea.l $fb02.w,a0
beshort 0xd0c0 # adda.w d0,a0
beshort 0x7e0c # moveq.l #$0c,d7
#2:
beshort 0x3a10 # move.w (a0),d5
beshort 0xe67d # ror.w d3,d5
beshort 0x3405 # move.w d5,d2
beshort 0x5445 # addq.w #2,d5
beshort 0x3205 # move.w d5,d1
beshort 0x0c41,0x000c # cmpi.w #$000c,d1 ;上限修正値(元は$000e)
beshort 0x6f04 # ble.s 3f
beshort 0x3a3c,0x000c # move.w #$000c,d5 ;上限修正値(元は$000e)
#3:
beshort 0xe77d # rol.w d3,d5
beshort 0x30c5 # move.w d5,(a0)+
beshort 0x51cf,0xffe6 # dbra.w d7,2b
#4:
beshort 0x4e75 # rts
#
# lvl99バグパッチ(jue共通)
#
0x2ffe00:
beshort 0x3028,0x0008 # move.w $0008(a0),d0
beshort 0x0c40,0x0063 # cmpi.w #$0063,d0 ;lvl99?
beshort 0x6608 # bne 1f
beshort 0x323c,0x0000 # move.w #$0000,d1 ;not99 = false
beshort 0x5c8b # addq.l #$06,a3 ;バグの根幹、99の場合もlvupdataのポインタ(a3)を次の人に
beshort 0x4e75 # rts
#1:
beshort 0x323c,0xffff # move.w #$ffff,d1 ;not99 = true
beshort 0x4e75 # rts
#
# jp
#
>0x180 string "GM G-5524 -00"
# 光過敏対応
0x035ca2:
beshort 0x0888 # player critical hit flash color(元は0x0eee)
0x0359da:
beshort 0x0888 # boss damage flash color(元は0x0eee)
0x03fdd6:
beshort 0x0eec # destruction cyan color(元は0x0ec6)
0x02dfa4:
beshort 0x000f # last boss megido イントロの赤増加頻度(0x0008/(n+1))
0x02dfb0:
beshort 0x0002 # last boss megido イントロの赤増加回数(元4回)
0x02e0e1:
byte 0x01 # last boss megido 爆発赤減少回数n+1(元3+1回)
0x02e101:
byte 0x01 # last boss megido 爆発赤増加回数n+1(元3+1回)
0x02dba4:
beshort 0x002f,0xff00 # jsr colorup_r1をパッチルーチンへ
0x02dc36:
beshort 0x000c # last boss dead action 赤増減エフェクト上限修正値
# メギドバグ修正
0x071700:
beshort 0x0061 # 元は0x0060(ラザンと被る)、海外では修正済み
# lvl99バグ修正
0x003e66:
beshort 0x4eb9,0x002f,0xfe00 # jsr 0x2ffe00 ;lvl99の場合もlvupdataのポインタ(a3)を進めるパッチ処理を呼ぶ
beshort 0x4a41 # tst.w d1 ;check not99
#### デバッグ用戦闘後取得経験値操作
###0x002f34:
### beshort 0x223c,0x0020,0x0000 # move.l #$00200000,d1
#
# us
#
>0x180 string "GM MK-1307 -00"
# 光過敏対応
0x00c06c:
beshort 0x117c,0x0004 # move.b btdmg_tim+1(a4),colch_tim(a0) -> move.b #$0004,colch_tim(a0) ; 雑魚のクリティカルダメージフラッシュを固定時間に
0x035cb8:
beshort 0x0888 # player critical hit flash color(元は0x0eee)
0x0359f0:
beshort 0x0666 # boss damage flash color(元は0x0eee)
0x03fdec:
beshort 0x0eee # destruction cyan color(元は0x0ec6)
0x02dfb2:
beshort 0x000f # last boss megido イントロの赤増加頻度(0x0008/(n+1))
0x02dfbe:
beshort 0x0002 # last boss megido イントロの赤増加回数(元4回)
0x02e0ef:
byte 0x01 # last boss megido 爆発赤減少回数n+1(元3+1回)
0x02e10f:
byte 0x01 # last boss megido 爆発赤増加回数n+1(元3+1回)
0x02dbaa:
beshort 0x002f,0xff00 # jsr colorup_r1をパッチルーチンへ
0x02dc3c:
beshort 0x000c # last boss dead action 赤増減エフェクト上限修正値
# lvl99バグ修正
0x003f4c:
beshort 0x4eb9,0x002f,0xfe00 # jsr 0x2ffe00 ;lvl99の場合もlvupdataのポインタ(a3)を進めるパッチ処理を呼ぶ
beshort 0x4a41 # tst.w d1 ;check not99
#
# eu
#
>0x180 string "GM MK -1307 "
# 光過敏対応
0x00c074:
beshort 0x117c,0x0004 # move.b btdmg_tim+1(a4),colch_tim(a0) -> move.b #$0004,colch_tim(a0) ; 雑魚のクリティカルダメージフラッシュを固定時間に
0x035cc0:
beshort 0x0888 # player critical hit flash color(元は0x0eee)
0x0359f8:
beshort 0x0666 # boss damage flash color(元は0x0eee)
0x03fdf4:
beshort 0x0eee # destruction cyan color(元は0x0ec6)
0x02dfba:
beshort 0x000f # last boss megido イントロの赤増加頻度(0x0008/(n+1))
0x02dfc6:
beshort 0x0002 # last boss megido イントロの赤増加回数(元4回)
0x02e0f7:
byte 0x01 # last boss megido 爆発赤減少回数n+1(元3+1回)
0x02e117:
byte 0x01 # last boss megido 爆発赤増加回数n+1(元3+1回)
0x02dbb2:
beshort 0x002f,0xff00 # jsr colorup_r1をパッチルーチンへ
0x02dc44:
beshort 0x000c # last boss dead action 赤増減エフェクト上限修正値
# lvl99バグ修正
0x003f54:
beshort 0x4eb9,0x002f,0xfe00 # jsr 0x2ffe00 ;lvl99の場合もlvupdataのポインタ(a3)を進めるパッチ処理を呼ぶ
beshort 0x4a41 # tst.w d1 ;check not99