SaGa Frontier 2 - Data Diving

#1Mir_VimesPosted 1/5/2011 11:52:41 AM
Gustave 12 16 0 0 6 12 3 3 4 4 0 0 0 0 0 0 0 0 0
Kelvin 4 4 8 0 0 2 0 0 8 2 0 1 4 4 1 2 2 0 0

SAGA2.IMG
0x801D4 0C 10 00 00 00 06 0C 03 03 04 04 00 00 00 00 00 00 00 00 00
0x801E8 04 04 08 06 00 00 02 00 00 08 02 00 01 04 04 01 02 02 00 00

The above two correspond, but beyond that, nothing else matches up.


Using Zach Keene's stuff, I found initial character data, but it's there twice, and I keep screwing up my calculations so I never dump it just right. You can find it in the SaGa Frontier 2 spreadsheet thread at verve fanworks.


Here is Faust Wolf's forum:
http://www.verve-fanworks.com/SMF/index.php#3

And here is my board, Furdo's Workspace, where you can download OpenOffice.org spreadsheets.
http://www.verve-fanworks.com/SMF/index.php?board=21.0
#2Mir_Vimes(Topic Creator)Posted 1/5/2011 11:53:52 AM
I found item-intrinsic abilities too, if anyone's interested. They're in the spreadsheet.
#3ForteGSOmegaPosted 1/8/2011 6:55:35 AM
While we're on the topic, I'll post a few random things I found out a few months ago:

HP/WP/SP Growth

Required USk for HP/WP/SP growth.
http://forte.spacequadrat.de/home/sf2/growth.txt

Pick the first highest HP/WP/SP value that's less than or equal to your max HP/etc and then the next one to get the GrowthValue. If there is no such value, use 0 as GrowthValue, if you would've picked the entry after the last one, use 64.

Examples:
HP of 340 would get GrowthValue 13
HP of 60 would get GrowthValue 0
HP of 998 would get GrowthValue 64
WP of 171 would get GrowthValue 60
I don't think you can get 61 for WP/SP

GrowthMod = USk - GrowthValue (capped at -15 and 15)

Now GrowthMod must be converted from [-15;15] to [0;300] using the following formula:
GrowthMod = 150 * (1 + sin(6 * GrowthMod))

GrowthCheck = GrowthMod / (4 + AnimaUsed) + CharacterHP(or WP or SP)Growth

If (luckRand(0, 255) < GrowthCheck):
- If HP was checked, it increases by a random amount between 4 and 7, caps at 999
- If WP/SP was checked, it increases by 1, caps at 250

AnimaUsed:
How many different Anima a character used in battle. I think "weapon Anima" count towards that, e.g. Wood Spear is Wood Anima and Spear Anima

Notes for luckRand:
a random integer between the specified values is selected (both inclusive) and then Luck/4 is subtracted from that.

Luck (min value 0, max value 100):
+1 after each offsensive skill
+2 per character after each battle
Resets to 0 if an arte was sparked
Halve if someone got a Statup event or an Arte was learned after battle (except weapon level ups)
Behaves strangely/pretty random when in Duel

This is pretty much the same formula Terence outlined a while ago in Keene's thread:
http://www.gamefaqs.com/boards/198538-saga-frontier-2/21659563?page=3

Weapon Level/Anima Level Growth

Exactly the same as the above formula, but with a different GrowthMod:
GrowthMod = USk - CurrentWeapon(or Anima)Level + Weapon(or Anima)Growth (capped at [-15;15] again)
Now GrowthMod must be converted from [-15;15] to [0;300] using the following formula:
GrowthMod = 150 * (1 + sin(6 * GrowthMod))
GrowthCheck = GrowthMod / (4 + AnimaUsed)

If (luckRand(0, 255) < GrowthCheck):
- Level increases by 1, caps at 63

Party Battle Sparking
SparkingChance = FSk - Difficulty (interval is [-10;10])
SparkingChance = Proficiency * (1 + sin(9 * SparkingChance))

If (luckRand(0, 255) < SparkingChance) Spark the Arte

Proficiency is 25 is the character has a + for the used weapon and 10 if he/she doesn't.
IIRC, Proficiency is only for sparking Arts, it does not increase/decrease chances of weapon level ups (as seen above) and does not influence damage.

Duel Sparking

Same as above, but FSk - Difficulty is capped at -15 and 15.

Random Tidbits

Zach Keene mentioned that Cross Slash can't spark anything, but it seems pretty normal to me. What it can spark is:
121: Cross Slash
->126: Mist Double (20)
->12A: Cross Break (22)
->12B: Slice And Dice (27)
->12C: Dragon Tail (30)
->12E: Heaven And Hell (33)
->138: Multi Way (47)

Scene drop chances:
#1: 100%
#2: 16%
#3: 8%
#4: 1%

Enemy drop chances:
First slot: 8%
Second slot: 1%

If anyone's interested, Luck is stored at 0x801FBB64 and the ID of what you're fighting is at 0x800103B4
Keene Starts with 251h for the first ID, which is 0 for the address.
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"Naturally, I knows the hacker" - Kid, Ever17