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| Final Fantasy II Released for the family computer in 1988, disscus the second Final Fantasy game here! |
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| | #1 |
| Banned Join Date: 23 May 2010 Location: Warning: Unexpected line break in location.php line 457
Posts: 19
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Thanked 5 Times in 4 Posts
| I manage to play all the way through to the penultimate dungeon in the PSP remake, but all of a sudden things got impossibly hard. Because of this, I`ve not touched the game for 5 months. Am I doomed to grinding, or is there a clever way to get through? |
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| | #2 |
| BETTER THAN AWESOME ![]() ![]() ![]() Join Date: 21 May 2010
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| PROTIP: God Mode, you activate it by the old man glitch. There are different types of enemy encounter data. Cave, mountain and grass data. Every time you enter a new area, the data is overwritten so that you will encounter the enemies for that area, and not the ones for the one you just left. The world map only has grass and mountain data. There are no caves in which you can battle. And when you`re working with as little memory as a PSP game, you`ll be cutting corners. Here`s the interesting part. When the old man shows you how to battle the game re-writes your name to Old Man and replaces your sprite. So in reality, you`re the one doing the battling. But, if they`re overwriting a variable (your name) they have to store it somewhere. That`s where the cave encounter data comes in. Since it`s blank, they stash it there. Infact, no town in the whole game has any mountain data, so you`re safe. This data will never be over written if you fly from city to city, but since there`s no mountains in any city, this will cause no problems. MISSINGNO. GLITCH But here`s the rub. The way the programmed the tiles in the game was not sanitary. In order to save on memory, shore line tiles are considered mountains. So, when you run into the penultimate dungeon, the second you walk in, you`re in a 1 tile wide strip of OMFGWTF?. It was programmed to have encounters, but no variables in the form of enemies were set. Here`s where the Old Man glitch ties in, along with some more mundane yet still screwed up stuff. IF you were to fly from a normal route to the penultimate dungeon and run along the shore line, the game is hard coded to realise that a mountain would never have grass (it makes no sense), so the data along the shore line is not overwritten. This means you`ll just battle the same enemies that were in the place you just left. BUT, what if the variable called was your name. It was stored as mountain data in mog central. There is an invisible byte before your name which calls MissingNo. to appear. After that, every 3rd; 5th and 7th character will generate a different enemy. (This includes the mogs, bahamut, and the spikey haired man) The game reads these characters as information and will generate a specific enemy around it. MissingNo. itself is generated to fill a problem (not being able to find valid data.). This means that the game starts at enemy #000 and will call data until enemy #151 to see if it can use it. The invisible byte at the start of your player name will stop it at 000, and "MissingNo." will appear. The side effect of having random code pulled out of places it`s not supposed to be is having your 6th item copy itself 128 or 255 times. you have to deposit these items into your box before you can use them because the game is not built to hold more than 99 of a single item per line. |
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| The Following User Says Thank You to megz For This Useful Post: | ||
Nelfichu (07-06-2010) | ||
| | #3 |
| Banned Join Date: 23 May 2010 Location: Warning: Unexpected line break in location.php line 457
Posts: 19
Thanks: 2
Thanked 5 Times in 4 Posts
| Should I use the blood sword or go for genji? |
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