some love for Albert Odyssey

Just finished the coding of patch V1, the XP|gold buff was more challengy than expected.
Now i have to convert from Ghidra language to hex, and test everything put together.
I intend to use the 0608E81C>0608FFFF HWRAM region for extra executable|non-executable data.
My last fear is that the game actually uses it, but everything indicates that it's not the case, so i have decent faith.
If it's as safe to use as i think, injecting extra data will be as convenient as just putting it at the end of the file called "0" =]
Wow! Amazing Job man! My Fiancé and I are So Excited to play your game. We just Beat D&D TOD and Blazing Dragons together. And we just got a HI-Saturn!
 

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Great that your stuff is compatible with the revision, cause it's also compatible with mine =]
Regarding the changes they made, there seems to be more than what's been documented since, according to the file modification times, at least.

Interesting, looking forward to experience the differences.
Thanks a lot for the details.

Changes to the battle system itself will only work as a whole, and though i've made decent progress patching|injecting executable code, editing|balancing non-executable data will take a while.
That said, i plan to release the random encounter frequency change patch first =]
Didn't post in the thread yet but the SFX restoration + Undub patches are now up on the resources page since early this morning.
I finished playtesting, posted the patches and fell asleep.

Yeah, I think our patches should work well together. I'm glad I could join in in giving this game a little love too.
Please, take your time with balancing and stuff. And I WAS hoping your random encounter frequency change patch would come out first.
This will change the experience so much. Will be so much less frustrating to explore, and i believe the difficulty in battles should be harder and more satisfying if you aren't leveling up every 2 steps. The game is definitely too easy, in the first half especially.
 
Just finished the coding of patch V1, the XP|gold buff was more challengy than expected.
Now i have to convert from Ghidra language to hex, and test everything put together.
I intend to use the 0608E81C>0608FFFF HWRAM region for extra executable|non-executable data.
My last fear is that the game actually uses it, but everything indicates that it's not the case, so i have decent faith.
If it's as safe to use as i think, injecting extra data will be as convenient as just putting it at the end of the file called "0" =]
Sounds like you are making quick progress here. Exciting stuff. Not going to pretend I understand all this, but it's fascinating and I want to learn more.
 
Wow! Amazing Job man! My Fiancé and I are So Excited to play your game. We just Beat D&D TOD and Blazing Dragons together. And we just got a HI-Saturn!
Don't get too excited yet my friend, the V1 patch doesn't include that much.
The new random encounter rate should refresh the experience though, positively i hope.
Take good care of that hi-saturn man, that's a great piece =]

Didn't post in the thread yet but the SFX restoration + Undub patches are now up on the resources page since early this morning.
I finished playtesting, posted the patches and fell asleep.
Very cool!
Question: is the first track altered by any of your patches?

Will be so much less frustrating to explore, and i believe the difficulty in battles should be harder and more satisfying if you aren't leveling up every 2 steps. The game is definitely too easy, in the first half especially.
To tell the truth, i went for a x1.5 XP|gold buff a bit arbitrarily.
x1 sounded too low, implying potentially excessive XP grinding, where the lowered encounter rate would then become counterproductive.
x2 sounded too high, cause despite the random battles occur about twice less often, the difficulty itself hasn't changed at all.
I guess only long term testing will tell if that was indeed a good compromise or not.
But more generally, i'm definitely onboard with tuning up the difficulty.
EDIT:
It seems there are 3 variables involved in encounter occurrence, not 2 like i thought (step counter & RNG).
The 3rd variable seems to be tied to the area, which makes sense.
So i did some more testing, and in practice (statistically), the actual encounter rate varies approximately from /2 (very early areas) to /1.5 (endgame dungeons), compared to the original.

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Aight, with some doing, i was able to test the V1 patch, and everything seems to work as expected.
However, Sega Saturn Patcher somehow corrupts the .cue, as well as the audio tracks (and even creates an additional one).
That's strange considering i only altered the data track, but i'll have to figure that out if i want to distribute the patch as a .ssp file.
 
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