pas-de-2
pas-de-2
One thing that's often said is that Ganados in the NTSC version were more aggressive. I'm wondering if @emoose can use his tools to identify if there's anything obvious going...
I did some testing and noticed some interesting things. The Ganados at the first house on NTSC GC will crouch and evade when you point your gun at their head,...
> You got me curious, so I decided to test this myself. New Game, Normal difficulty on the Steam version. Killed the first Ganado in the house, then went outside....
Hey look at that, I think I found it. Right here in this ternary where the game initializes the normal mode difficulty @GamePointInit ```cpp pG->dynamicDifficultyPoints_4F94 = (unsigned __int8)(pSys->language_8 - 1)...
Documenting all the gameplay changes I've found that are governed by language_8 == 1: - Normal mode and Separate Ways start at 5500 difficulty instead of 3500. - Assignment Ada...
@emoose I've got a PR for making the NTSC mode language agnostic, should I submit it to master or the trainer branch since that's easier to test with?
For those interested, I've got a build up with an option to emulate the NTSC GameCube's balance quirks. (EDIT: updated to re4_tweaks 1.9.1) [dinput8.zip](https://github.com/nipkownix/re4_tweaks/files/11129337/dinput8.zip) Here are some patch notes: ```...
Thanks for testing! Here's an update with a fix for the merchant upgrades, was just a silly typo: [dinput8.zip](https://github.com/nipkownix/re4_tweaks/files/11129337/dinput8.zip) Unfortunately, I don't think this will fix your current save, due...
Hm, seems that was the result of a bug in the original GC code. Usually when a weapon gets added to the merchant's stock, the game loads a corresponding table...
Could just add a drop chance for Typewriter ammo to `GetDropBullet_gc` directly, like how I added in a chance for Bowgun ammo to drop, since that was missing from the...