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05-09-24 11:28 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Secret of Mana Editor
  
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Stifu
Posts: 548/647
Originally posted by Moppy
The problem with 3-player games is the lack of netplay support in emulators.

Not a real problem, as that's going to end up changing... The next official ZSNES version will have a rewritten netplay mode that will allow up to 5 players (or something).
Besides, just a few years ago, I was playing SoM online with 3 players... It's just that 2 players were on the same PC.

Still, I don't quite get why Shadowstar would request something that's already there.
Moppy
Posts: 23/38
SOM already has 3-player support. The problem with 3-player games is the lack of netplay support in emulators. However with ZSnes 1.36, you can play a decent 2-player SOM, SD3, or SOE (with modifications) game. I've done it before.
Shadowstar
Posts: 7/8
There is definately one thing I think is a must. 2 player support options. I'm sure you've seen the 2player hack for SOM2. That I think would really open the door to some kick ass hacks. Also there must also be an ineditor, or at least hotswaping from paint, or photoshop. That would be the best...YES! lol
d4s
Posts: 98/98
i think the biggest problem with mod files is that the sample size and loop length must be divisible by 16 in order to sound right. you could multiply the sample size until it is divisible by 16 (my mod player does that), but that would increase the filesize drastically. (doesnt matter much for me cause i'm only using it for chiptunes, which usually stay below the 10kb limit after conversion, anyway)

and theres another (although minor) problem:
in order to use adsr effectively, you have to know the length of the note you want to trigger beforehand. i think thats why most spc music players that use adsr instead of the simpler gain dont use a strict grid pattern like mod/pro tracker files, but rather something with variable speed setting for each channel in order to calculate the adsr values for each note with the duration between two notes.
not sure how squaresoft handled that, though.

reliably converting all the pro tracker effects to squaresofts format will also be a bitch, if possible at all.
Moppy
Posts: 22/38
Well, with a MOD importer I have to worry about replacing samples, samples being shared between songs, etc. SOM has only 34 samples, and at the moment SOMEdit is not able to expand or add samples--only replace them with WAVs, which if too large, it will downsample for you. I suppose I could just import the music from MODs, but considering a MIDI has been written of just about any song you could possibly want to use, and you can replace the samples manually if you want, the MIDI importer should be enough

As for the programmer, I just watched the SOM credits, and Nakamura wasn't in them.. no music programmer was credited. Your guess is as good as mine on that.
Stifu
Posts: 545/647
I don't know shit about music, but wouldn't a MOD importer be interesting as well, as I think the MOD format shares similarities with the SPC one(s) ?
Vehek
Posts: 1/3
CT's and FF6's music programmer was Eiji Nakamura. SOM's was... well, I don't know, but I can't find any site saying Eiji Nakamura worked on it. All three games had the same sound programmer, Minoru Akao, but that doesn't necessarily help the music engine.
Moppy
Posts: 21/38
I think I'm set on audio libraries for now, since I got FMOD working again, but thanks. I had no idea anything like MONO existed, once I get to the point where I have a working Windows release maybe I'll give it a shot.

Right now I'm working on a MIDI importer for the music editor... it doesn't work very well yet, but here's a simple song from Chrono Trigger that it did work on, using one of SOM's samples:

http://spongemop.dyndns.org/som_afaroffpromise.spc

Original Midi: http://www.vgmusic.com/music/console/nintendo/snes/ctmarle2.mid
Josh
Posts: 4/4
Looks really impressive.

If you'd consider open-sourcing it, I would gladly help to get it running on Mono, which would let it run on GNU/Linux, Mac OS X, and other Unix-like platforms, as well as providing an alternate way of running it on Windows. You might also find MonoDevelop useful.

Also, regarding sound libraries: you might try the C# bindings for GStreamer (which should work on all platforms), or PortAudio (which definitely had C# bindings at one point, though I don't know about their current status).
Moppy
Posts: 18/38
The music was actually what got me interested in making a general editor, since it seemed like something no one had touched before. I recall sending Flobby some specs on the FF6 music format for his editor a long time ago and it was pretty similar (if not the same, I don't really recall) to the one used in SOM. Square may have just used the same music format in all of their games (Check the name of the music programmer I suppose), in which case I could pass specs to you and you could implement your own for CT.

However, my music research is not complete, as a few songs don't quite sound right yet--particularly the Dark Lich battle theme. It uses a lot of weird effects.

Since I'm particularly bored, here are a few problems I'm working out/issues the music player has at the moment:
http://spongemop.dyndns.org/darklich_vibrato.mp3 Dark Lich sans vibrato
http://spongemop.dyndns.org/flammie_looppoint.mp3 Flammie flight theme missing a loop point
http://spongemop.dyndns.org/flammiesummon.mp3 Flammie summon effect, volume issues
http://spongemop.dyndns.org/title_cymbal.mp3 Cymbal fade-in volume not working right
http://spongemop.dyndns.org/credits_timing.mp3 The result of a song changing the song speed mid-play and Somedit getting confused.

As for making you look like a chump, since I've used your Snes9X tool to research just about every piece of data my editor supports, I'd say that's probably not possible. :p

On a side note, I've just completed (for the time being) the sample editor. My SPC700 sample recompression routine could use some tweaking though, if anyone is particularly experienced with this. The samples it writes sound.. acceptable, but not perfect. The four filter modes are what throws it off a bit.

I also just found the pointers to the music data, which conveniently enough are stored as 24-bit rom addresses so I can easily move them to wherever I want and make the music expandable.

I might have a release out by.. the new year? Hard to say.
MathOnNapkins
Posts: 852/1106
^ I wouldn't necessarily say that. Every game is going to have its own music format and others are harder to decode than some. I don't imagine CT's being easy.
T.Geiger
Posts: 19/26
That looks really good. How long have you been working on this? Having things like a music editor makes me look like a chump.

---T.Geiger
The Kins
Posts: 329/352
I WILL use this when it comes out.

Finishing something with it though is another story
Moppy
Posts: 15/38
Jesus. Thanks. That helps a lot.
Chickenlump
Posts: 151/154
I've had these notes for awhile, originally posted by Sephiroth3 years ago.

-------------------------------
C90000 contains the first 1024 script pointers (based from C90000) and CA0000 contains the remaining pointers, for a total of 2561. There are only 2048 scripts, the rest are texts used in status screens etc.
The commands are divided as follows:
00-4F: script commands
Known commands are:
00 End
02 Return to calling script
03 Bring party
04 Invisibility toggle
05 Invisibility toggle
06 Get ready
08 Complete actions
0E Sell
0F Upgrade weapons
10-17 xx Jump to script
18-1B xx Go to room
1C xx Flight command
1D xx Cannon flight command
1E xx Get item
1F 00 Name boy
1F 01 Name girl
1F 02 Name other boy
1F 03 Show forgotten continent
1F 04 Show mana fortress
1F 05 Nothing
1F 06 Save
1F 07 Reset
1F 08-0B Update weapons (all do the same)
1F 0C Get chest item
1F 10 Unknown
1F 0D-0F,11-FF End game
20-27 xx Call script
28 00 Wait for keypress
28 xx Wait 5*xx frames
29 xx Increase counter
2A xx Decrease counter
2B xx Add a character to the party
2C xx Remove a character to the party
2D 00 Flash
2D 01 No flash
2D 02 Vertical shake
2D 03 Horizontal shake
2D 04 No shake
2D 05 xx xx Fade palette
2D 06 xx xx Fade palette the other way
2D 07 Fade to normal
2D 08 Center main character
2E xx Buy
2F xx Heal (all, boy, girl, or other boy)
30 xx xx Set counter
31 xx xx Action
32 xx xx Walk (uppermost 2 bits of the second byte contain the direction)
33 xx xx Set background color
34 xx xx Loop action
35 Update HPs
36 xx xx Add money
37 xx xx Subtract money
38 xx Skip 2 bytes ahead if player xx is not in the party
39 xx xx xx Set character data (out of the last 256)
3A xx xx xx Set animation
40 xx xx xx xx Play sound
42 aa bc Skip 2 bytes ahead if variable aa is not between b and c
49 aa bb cc Skip 2 bytes ahead if byte bb of character aa's data is less than cc
4A aa bb cc Skip 2 bytes ahead if byte bb of character aa's data is greater than or equal to cc
4B aa bb cc Skip 2 bytes ahead if byte bb of character aa's data has any of the bits specified in cc
4C aa bb cc Pointless command
4D aa bb cc Pointless command 2
4E aa bb cc Skip 2 bytes ahead if byte bb of character aa's data is different from cc
4F Freeze game
50-5F: text commands
50 Open
51 Close
52 Clear
54 xx Enemy name
55 xx Weapon name
56 xx Magic name
57 xx Player name
58 Decision
59 xx Set x position
5A xx Set choice
5B Select
5D Open money
5E Close money
5F Print money
60-7C: DTE
I don't remember where the table is located. DTE is not used in the game, though
7D: Ending text
Start of ending text (in ASCII, only capital letters, break lines with 7F)
7E: End of ending text
7F: Line break
80-D2: characters
Here is the list of characters:
80=space
81-9A=a-z
9B-B4=A-Z
B5-BE=0-9
BF-CD=. , / ' \'ab \'bb : - % ! & ? ( )
CE-D2=Other characters
D3-FF: DTE
I don't remember where the table is located. DTE is not used in the game, though

In the other text strings in the game, only commands 80-FF may be used.
-------------------------------


Hope that helps you some.
Stifu
Posts: 537/647
Wow, that looks extremely similar to RPG Maker... Very promising.
Moppy
Posts: 14/38
Zelda is far more "action/adventure" than SOM. There is a gray area inbetween the two genres where I would say SOM falls. If I had to choose a label, I'd call it an RPG; it's much closer to that end of the spectrum.

Oh, and about the event data: SOM's dialogue and events are combined. I have found them, but not all of the event commands have been decoded. Here's sort of a debug-ish view of the event that plays when you first take the sword:



Keep in mind that's not the way it will look in the release, but it's more convenient for me that way until I decode all the event commands.
Stifu
Posts: 536/647
Secret of Mana is clearly an RPG. An Action RPG, to be more precise. It isn't any less complex than your average RPG. Events, switches, variables, shops, inn, etc... There is everything. The fact the battle system is in real time doesn't make it any less of an RPG.

Zelda is a slightly different story (no level up, among other things), and Nintendo themselves say it's not an RPG... That's their opinion, although I don't really agree with it, as it's basically the same as an RPG in the big lines.
S.N.N.
Posts: 1750/2028
Originally posted by Kailieann
Secret of Mana isn't an RPG. It's an Adventure game, like Zelda, with an RPG-esque level-up system.


Ah, I see. So more of the whole, go through dungeons, battle bosses, collect items thing. Interesting Sounds like the editor wouldn't be too hard to use then.
Kailieann
Posts: 446/808
Secret of Mana isn't an RPG. It's an Adventure game, like Zelda, with an RPG-esque level-up system.
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