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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Very cool!
Question: is the first track altered by any of your patches?
Yes, it is. (you mean the data track right?) Almost 700 files were replaced in the data track.
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.
Seems to me you level up much too quickly as it is, which leads to being overpowered and underchallenged. I would maybe even say lower the encounter rate slightly further without doing an xp buff, but a gold buff sounds like a good idea. It wouldn't hurt to have to grind a bit towards the endgame. You should be able to enjoy exploring the world, but as it stands it can be a pain just going from A to B ( especially in the endgame dungeons).
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.
Odd. I'm curious what version of SSP you are using? I don't see a problem with distributing an xdelta patch.
 
Seems to me you level up much too quickly as it is, which leads to being overpowered and underchallenged. I would maybe even say lower the encounter rate slightly further without doing an xp buff, but a gold buff sounds like a good idea. It wouldn't hurt to have to grind a bit towards the endgame. You should be able to enjoy exploring the world, but as it stands it can be a pain just going from A to B ( especially in the endgame dungeons).
Your experience of the game is very valuable, thanks again for sharing it.
Unfortunately, making the rate|buff lvl|area dependent will represent significant reverse-engineering time.
Currently, with the knowledge i have, i can only act on the step counter variable, though i can do it differently for the world map, or for everywhere else.
Similarly, i could potentially implement a different XP|gold buff if it's on the world map, or elsewhere.
For the dungeons, i'll try increasing the counter every 3 steps instead of 2, cause though it's better at the moment, it's still annoying enough, at least in the Fargasta tower for sure.
I might also do some tests without any buff at all, but it can be a bad move, cause having to grind more is definitely not OK if the encounters are too rare (ironically).
EDIT: Outside of the world map, increasing the step counter every 3 steps seems to be very well balanced, in both early and late dungeons, i'll probably stick to that. I'll test 3>1 for the world map as well.

I'm curious what version of SSP you are using?
1.9.7872.1316, you?

I don't see a problem with distributing an xdelta patch.
From what i understood, patching the data track using tools like winips or xdelta isn't multi-patch-friendly.
It's a bit hard to explain, so please bear with me:
Patching the data track (correctly) requires to modify some additional data, other than the files themselves.
That extra data varies depending on which files were modified, and how.
For example:
- hack A -> file modifications A + extra data modifications A
- hack B -> file modifications B + extra data modifications B
- hack A & B together -> file modifications A & B + extra data modifications C (not just A & B)
Your xdelta patches for example, include data modifications that are only compatible with the unmodified redump image.
If you were to apply one on an already hacked image, the game would be broken, or probably not boot at all.
Sega Saturn Patcher solves that problem, because it's able to modify that extra data correctly (not just using fixed offsets).
That's why i was aiming for SSP initially, so that my hack can be applied to any image (including an original image that was previously patched with yours).
In case i fail to solve the problems i encountered with SSP, i found another reliable alternative, but it requires up to 3 different softwares, not exactly user-friendly.
 
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I might also do some tests without any buff at all
I'd like to try it out.
Outside of the world map, increasing the step counter every 3 steps seems to be very well balanced, in both early and late dungeons, i'll probably stick to that. I'll test 3>1 for the world map as well.
This sounds about right to me.
1.9.7872.1316, you?
1.95.8035.20705
Not sure why this version isn't on the resources page, but it was included with the Wachenröder translation patch found here:
Maybe try that vesion?
 
I'd like to try it out.
I'll prepare a test version with just the reduced step increase, but i need to re-code the routine for the world map first.
In case you didn't notice, in the unmodified game (1.100 at least), the step counter continues to increase when you walk towards a wall.
Though that's a bit silly, that means you don't actually have to travel endlessly if you want to force encounters.
It appears to work everywhere but on the world map.
Keep that in mind for the extra grinding =P

1.95.8035.20705
Maybe try that vesion?
It's definitely better, thank you.
The audio track musics appear to be played correctly, and no extra track is generated, at least.
However, the indexes in the .cue are still altered, as well as the audio track files themselves, even if you just apply a basic region free patch.
The fact that Albert Odyssey uses unusual gaps (2.02 seconds on some specific tracks) is most likely what SSP doesn't digest.
Interestingly, the japanese versions use common gaps (2.00s) on all tracks.
Not sure what Working Designs cooked there...
 
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V1 ready for testing!
I'm counting on you for the precious feedback =]

CHANGES

# Traveling|exploration is now significantly less interrupted by random encounters. - experimental
Basically, the counter used in the probability calculation is now incremented every 3 character steps instead of 1, in all areas.
As a consequence, extra XP grinding is required, so the leveling progression is no longer a walk in a park.
If the extra grinding happens to be too problematic, i'll include an XP|gold gain compensation (code already ready) in V2.
Tip: to force encounters without changing position, just hold the D-pad while blocked by any wall (behaviour present in the unmodified game), though it only works outside of the world map.

# Unlocked access to Gryzz's skills from the "Magic" menu (outside of battles).

# Enabled MP consumption for Gryzz.
Transparent for now since he has no MP and his skills don't cost anything, but that will very likely change in the future.
More of a preparation change.

REQUIRED

# a working CD image of Albert Odyssey - Legend Of Eldean, version 1.100 (the latest USA release)
For image integrity verification purpose: redump.org • Albert Odyssey: Legend of Eldean
An already hacked image can be used as well, assuming it's compatible.

# Sega Saturn Patcher software
Recommended version: https://segaxtreme.net/attachments/ssp-wachenroder-extract-wachenroder-zip.6963/

INSTALLATION

If the goal is to combine this hack with (an)other one(s), it's highly recommended to apply this patch last.

# Execute Sega Saturn Patcher.
# Click "Select Saturn Game".
# Click "CD Image".
# Select the image you want to use.
# Click "+ Game Patch (SSP)".
# Select the .ssp file.
# Check "Separate Tracks Files(If applicable)."
# Click "Build Image".
# Select the name and destination for the patched image, then click "Save".
# Wait until the patching is complete, then exit Sega Saturn Patcher.

In some cases, Sega Saturn Patcher may corrupt the .cue and audio track files.
Fortunately, this hack only modifies the data track.
So, it's highly recommended to keep only the generated track 1 file, and use a copy of the original other files.
 

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V1 ready for testing!
I'm counting on you for the precious feedback =]
Awesome, your efforts are appreciated! I'll test more when I have time.

the leveling progression is no longer a walk in a park.
This is good. On my last playthrough, I think I only died twice and only when I got to Aine Blood. And I basically always had enough gold or junk to sell, to buy anything available.

If the goal is to combine this hack with (an)other one(s), it's highly recommended to apply this patch last.
I tested applying your patch to my pre-patched images. The data track seems to patch properly, but SSP creates a bunch of extra tracks and I think there are issues with the cue file generated. If you test these images, right away the wrong track will play at the Working Designs Logo, and there was an issue of audio during the intro scene being out of sync.
So I deleted all the tracks generated by SSP except for Track 1, then just used the other tracks and the cue file created by my patchers (of course, you must rename track 1 appropriately).
This seems to work perfect so far.
The encounter rate seems much better and the SFX restoration + undubs seem to be working properly with it. But you must do it this way currently to properly combine the hacks.

Will do more playtesting later to see how the new progression feels, when I have time. But for now, GREAT WORK!
I loaded up a save from my last playthrough and went straight to Fargasta tower for a quick test, and it is waaaaay less frustrating to explore.
Of course my characters are all already leveled way up in the save, so I'll have to start a new game and see how the grind goes.
 
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I tested applying your patch to my pre-patched images. The data track seems to patch properly, but SSP creates a bunch of extra tracks and I think there are issues with the cue file generated. If you test these images, right away the wrong track will play at the Working Designs Logo, and there was an issue of audio during the intro scene being out of sync.
So I deleted all the tracks generated by SSP except for Track 1, then just used the other tracks and the cue file created by my patchers (of course, you must rename track 1 appropriately).
This seems to work perfect so far.
The encounter rate seems much better and the SFX restoration + undubs seem to be working properly with it. But you must do it this way currently to properly combine the hacks.
Interesting that SSP 1.95 only corrupts the audio tracks when the source image was previously modified.
But yeah, it seems to generate a correct track 1 in all cases, i actually had to use that trick with 1.9.
I'll specify that in my previous post, thanks for the report.

Will do more playtesting later to see how the new progression feels, when I have time. But for now, GREAT WORK!
I loaded up a save from my last playthrough and went straight to Fargasta tower for a quick test, and it is waaaaay less frustrating to explore.
Of course my characters are all already leveled way up in the save, so I'll have to start a new game and see how the grind goes.
Big thanks for your testing time, it's as valuable as the reverse-engineering|coding itself.
On the paper, with the new rate, a player that rushes the game should be scared of random encounters, since he'll be under-leveled.
That sensation of fear is great, but now i realise it might potentially be compromised by the ability to run from a fight.
The penalty seems fine in the early game though, cause you get attacked each time you run.
However, in the Fargasta tower for example, running is always without any consequence, which is pretty bad.
Just like you, the party is over-leveled in my save, i definitely have to check if that's the reason...
EDIT:
Confirmed, the AGI stat of all members is consulted to determine if you get attacked while running or not, so that's all good.
Additionally, avoidance can't trigger while running, i checked just in case.
I guess running too often while under-leveled is punishing enough already.
In case rushing somehow becomes trivial anyway, reducing the DEF stat effectiveness while running would probably be the easiest thing to do, though that definitely sounds evil =]
 
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