Phantasy Star II Reduced Flicker and Flash v1.00 (Nov 14 2020) ------------------------------------ - Phantasy Star II (c) Sega. All rights reserved. - No ownership is claimed by veo over Phantasy Star II or the franchise from which it originates. Commercial use of this patch, including but not limited to reproduction, sale, etc. is strictly prohibited. - This unofficial, fan-made patch is provided "as-is" on a voluntary (i.e. non-profit) basis. veo is not liable for damage incurred to the end-user, their OS, or their hardware while using this patch. - Apply this patch only to "Phantasy Star II (UE) (REV02) [!].bin" with the following specifications. Hashes: CRC32 - 904FA047 MD5 - 0FA38B12CF0AB0163D865600AC731A9A SHA1 - 0711080E968490A6B8C5FAFBB9DB3E62BA597231 - Players are encouraged to keep a backup of their original game file in case an error occurs. ------------------------------------ Preface When allies and enemies are damaged in Phantasy Star II, three times their sprites flicker and the screen flashes red. The flickering artificially extends battles and the red flashing poses an issue for people with epilepsy or related disorders. To address these problems, three patches are included in this archive: 1. PSII - Minimal Flickering.ips (by veo) Enemies and allies will only flicker once when damaged. 2. PSII - No Red Flashes.ips (by veo) Disables the screen flashing red when units are damaged. 3. PSII - Abbreviated Victories.ips (by vivify93) Reduces the battle reward messages to say, "XXXX and party win!", "### EXP.", and "### MST." NOTE: To apply multiple patches in tandem, you may need to reverify the checksum with Kuwabara's utility Fix CheckSum. https://www.romhacking.net/utilities/342/ ------------------------------------ Changelog v1.00 (Nov 14 2020) - Reduced the flickering frames. - Removed the red flashes. - Added additional patch to truncate post-battle victory messages. ------------------------------------ Source for Implementing into lory1990's Disassembly Minimal Flickering ps2disasm-master\ps2.asm loc_3308: lea (Characters_RAM).w, a2 move.w $2C(a0), d0 lsl.w #7, d0 adda.w d0, a2 tst.w (a2) beq.s loc_338C btst #7, 3(a2) beq.s loc_338C bset #6, 3(a2) bne.s loc_3386 move.b #SFXID_Sword, (Sound_queue).w ; this is the generic sound when characters/enemies get hurt move.w #$30, $30(a2) ; CHANGE TO: #$10, $30(a2) No Red Flashes ps2disasm-master\ps2.asm Character_IsHit: btst #4, battle_status(a0) ; did character receive no damage (e.g. 0 damage, miss, healing)? bne.s Character_Display ; if so, branch move.w hit_timer(a0), d0 andi.w #$F, d0 beq.s loc_1BE4 cmpi.w #8, d0 bne.s loc_1C1A move.l #$E000E, d0 ; CHANGE TO: #$00200, d0 Abbreviated Victories ps2disasm-master\data\script\en\battle.asm loc_1D3E0: dc.b $BB, " and party are" ; CHANGE TO: $BB, " and party win!" dc.b $C3 ; REMOVE dc.b "victorious!" ; REMOVE dc.b $C4 loc_1D3FC: dc.b $C0, " experience" ; CHANGE TO: $C0, " EXP." dc.b $C3 ; REMOVE dc.b "points!" ; REMOVE dc.b $C4 loc_1D411: dc.b "Receive ", $C0 ; CHANGE TO: $C0, " MST." dc.b $C3 ; REMOVE dc.b "meseta!" ; REMOVE dc.b $C4