[Berwick Saga] [Ongoing] - Lazberian Construction Set

Lazberian Construction Set ~

Unified Berwick Saga modding tool, the aim of this project is for slowly, update by update, to create an easy to use modding tool.

Edits support both english patched and original japanese ISO, with source code edits one can edit add extra addresses for other translations patches.

Objectives completed ~

  1. Project exporting and importing for easy to share changes. (DONE)
  2. All unitdata editing: blue, red, green, yellow units, all values and growths. (DONE)
  3. All unit customization: ID change, portrait and name swap. (DONE)
  4. All item editing: all values and aspects. (DONE)
  5. All classes editing: values, growths and flags. (PARTIALLY DONE)

Links and more information ~

Download link and source code (github, release tab): GitHub - MicaelJonathan/LazberianConstruction-set · GitHub

Credits and special thanks ~

  • JohanMikes (Main programmer, assets making, technical research)
  • LordLouie (Main beta tester, assets making, fine tuning, technical research)
  • TearRing Saga: Berwick Saga: Lazberia Chronicle Chapter 174 Discord server members (Beta testing)
  • MintX (MinN-11), the original creator of the Berwick saga randomizer tool for allowing his code to be open source.
  • Eugene Pavlyuk (Lightgazer), creator of the extraction tool and original english/german translation software for giving me advice on text entries and game compression.

Images ~

15 Likes

make an intro thread and comment on and like someone else’s thread, or wait for a mod to grant regular user status

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Good tips! I’ll try it tomorrow.

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Excellent and beginner friendly piece of software, glad to have been a contributor. Easy on hard drive space too. Berwick’s disc has an insane amount of filler data on it.

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Really cool tool, can’t wait to see how it evolves :fire:

Now we can finally make the Zephyrus game :speaking_head: :speaking_head:

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It’s interesting to me that you mention a bug related to magic and speed growths.

Because my impression with the Randomizer was that the magic growth would somehow get divided by 2. And that it would mess up the Speed growth if you use a value that cannot be divided by 2, due to overflow or whatever.

I’ve been playing with a 100% magic growth Enid for a while and it always averages out to a 50% stat progression. Nothing unusual happens with her speed either.
But when I gave units magic growth that cannot be divided by 2, like say 25%, it would mess up the speed growth and magic wouldn’t remotely trigger as often as it should.

So that has always been my theory to explain my observations.

Btw, I know what effect ID 39 is. It’s the thing that prevents you from having more than 1 horse or ballista in your inventory. Which is why it is set on all ballista except for the Scorpios.

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Thanks for the info!
About that “bug” I also realized the problem, it pretty much boils down to speed and magic sharing the same unsigned bytes.

Stats usually share a 2 byte sequence but the game read the first half as one and the second half as other. Maybe adding a separate strength and magic attributes came later in development because speed and magic share those bytes in a different way, almost like it was a “hotfix” in a hurry. (they probably had been doing it as one “power” stat number but then scrapped the idea).

Since all you need to do to fix is decreased a 50 to a 49, they didn’t bother fixing this mistake.

And about the ID 39, thanks again. Next update is coming this month and I’ll add the proper label to this effect.

1 Like