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Re: "Fixing" Shadowrun on the Genesis

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  • Re: "Fixing" Shadowrun on the Genesis

    Rather than necro a three-year-old thread, I decided to make a new thread. A while ago, I asked for help to fix two bugs for Shadowrun on the Sega Genesis/Mega Drive. Thanks to Tony Hedstrom, we were able to fix a bug that instantly killed a player that had certain amounts of cyberware with just one punch. However, we were unable to fix the other bug, which caused AI-controlled allies to immediately switch to using only spells when going into combat with enemies, even if they had fists/weapons equipped. Just today, though, I was able to modify Tony's experimental code into one that actually works~

    Tony's code (EA7T-CA58) modified the ROM address 013B7E to 60 (where it was 67 before) and 013B7F to 20 (which was 00). While it did prevent the AI allies from switching, it however had the side-effect where they wouldn't do anything at all unless they had spells equipped. What I did was change 013B7F to 30 instead of 20, which by converting with the GG-to-hex program gave me GA7T-CA58. This one minor change made a huge improvement and I have been testing the code for other situations such as whether they would switch from anything else like magic to weapons or fists and vice-versa with anyone and if it had any negative effects with non-magic users.

    So far, so good; I have yet to have any AI character, whether it's the main character in the 1st slot set to AI, or allies in the 2nd and 3rd slots, switch unexpectedly to any different kind of attack in combat. I can even have them stick to non-attack spells such as Heal Wounds and they'll always use that spell (although it would be nice if the AI were a little smarter on which ally to cast it on, like the human-controlled character).

    I have also tried setting 0137BF to 40 and 90 (JA7T-CA58 and WA7T-CA58 respectively) with seemingly same results.
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