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04-27-24 02:27 PM
0 users currently in ROM Hacking.
Acmlm's Board - I3 Archive - ROM Hacking - Secret of Mana Editor New poll | |
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Would you use one?
Trying to decide whether I should finish it.
Absolutely. :D
 
83.7%, 36 votes
Maybe if I were really bored.
 
2.3%, 1 vote
...Secret of Mana?
 
9.3%, 4 votes
No, probably not.
 
4.7%, 2 votes
Multi-voting is disabled. 43 users have voted.

User Post
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 09-26-06 07:53 PM Link | Quote
Recently I started working on this little project of mine again. The question is.. how many people would use it? I've come a fairly long way with it, but there's still a lot of work to be done. Here are some screenshots of the current debug version.


Map Editor, viewing the map you fall onto after the intro scene. Still pretty messy, particularly the list of objects.


World Map Editor.


Audio Sample Editor.

There's also a music tracker, but work on it has been suspended until I can figure out why Fmod EX won't set the sample loop points correctly. I have a lot of other data collected that I haven't bothered making quick little GUIs for yet. I hope to make it capable of writing an entirely new game in the SOM engine, as well as making some modifications to the engine itself (SOM is perhaps one of the buggiest RPGs I have come across).

So what do you think?
Jigglysaint

Octoballoon








Since: 11-19-05

Last post: 6297 days
Last view: 6282 days
Posted on 09-26-06 08:05 PM Link | Quote
That looks good. If you want to mae a Secret of Evermore editor, I've recently found some data relating to alchemy and event data.
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 09-26-06 08:11 PM Link | Quote
I have considered expanding its capabilities to other games--I believe the Earthbound editor PK Hack supports multiple games as well :p but I'd say one game at a time for now.

Aside from having played through it a few times, I don't really know anything about SOE, but I'll take a look at the info if you want to send it. I'm spongem0p (that 0 is a zero) on AIM, and umokumok@hotmail.com on MSN.

I also have some SOM details that need to be ironed out if anyone is interested in helping.
Radiation

UFO








Since: 11-19-05
From: Techno City, The Moon

Last post: 6338 days
Last view: 6277 days
Posted on 09-26-06 08:29 PM Link | Quote
Hey, you got the trees working? Awesome! Even if I don't make an extensive hack, this would still really be fun to poke around with.
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 09-26-06 08:37 PM Link | Quote
Yeah They were 3bpp down by the rest of the tiles, I didn't see them because I was viewing tiles at an offset where I couldn't see them--ie, off by 8 bytes. Finding those tiles fixed a LOT of maps with 3bpp graphics.
Nebetsu

Mole








Since: 11-17-05
From: WarKoL

Last post: 6291 days
Last view: 6291 days
Posted on 09-26-06 09:39 PM Link | Quote
Changing music? Changing maps? Right on! Hell: I'd use it! That's completely awesome!
Sonicandfails

910








Since: 11-17-05
From: Mass

Last post: 6278 days
Last view: 6277 days
Skype
Posted on 09-26-06 09:42 PM Link | Quote
For someone who seems to have come out of nowhere, congrats on this. This is looking superb, and hopefully will become finished. I never really played the game, but I have considered it multiple times. Maybe this editor will convince me to play it...
Dr_Death16

970


 





Since: 05-07-06
From: Iowa

Last post: 6277 days
Last view: 6277 days
Posted on 09-26-06 10:06 PM Link | Quote
This looks like a brilliant editor. Although I don't personally enjoy the original SoM, I would think a tool like this is very useful to a lot of people. A good hack of Secret of Mana would have potential and based on this editor it could be accomplished more easily than before. Kudos to this if you decide to finish it eventually.
Koitenshin +∞

Moblin


 





Since: 12-24-05
From: Misery

Last post: 6280 days
Last view: 6280 days
Posted on 09-27-06 12:53 AM Link | Quote
*bows down to Moppy*

If you don't finish this editor I will send legions of blood thirsty Rabites to your house.

Nice work though. I have been waiting for something like this. So if you want the Rabites to remain calm, finish the editor.
Chickenlump

Paratroopa








Since: 11-18-05
From: Columbia City Indiana

Last post: 6333 days
Last view: 6314 days
Posted on 09-27-06 01:32 AM Link | Quote
Woo!

I was in the midst of finding all kinds of data for this game too, though it looks as if you have far more than I, and a much better grasp of it as well. I hope this gets released in some form or another.

And here I was all proud of myself for something small like just finding the debug room..
rubixcuber

Mole








Since: 09-08-06
From: St. Louis, MO

Last post: 6387 days
Last view: 6387 days
Posted on 09-27-06 02:26 AM Link | Quote
Wow, this looks amazing. I would love to see a good SoM editor. I'm working on a Shining Force editor myself, but having a little trouble with the compression. Grr...
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6279 days
Last view: 6277 days
Posted on 09-27-06 04:36 AM Link | Quote
Looks great to me...
I'm a big SoM fan, and always wanted to make a similar game... However, I think I'd rather hack Seiken Densetsu 3, for being a somewhat more polished / less buggy game, among other things.
The only point where Seiken 3 is inferior to SoM / Seiken 2 to me is the lack of 3-player support... but there is a patch for that, no ? At least I know for sure there's a 2-player patch for SoE...
Oh, and the item menu may be nicer, more simple and more convenient in SoM, too...

However, Seiken 3 may be too hard or take too long to hack, due to the fact you can pick 3 characters out of 6, with many different things happening depending on your choices...
Unless there's a simple enough way to define and force which 3 characters you start with, so there is only "one" story...


(edited by Stifu on 09-27-06 03:53 AM)
(edited by Stifu on 09-27-06 06:00 AM)
Kailieann



 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 09-27-06 08:29 AM Link | Quote
Actually, the character selection and its impact on SeiDen 3 aren't all that extensive on the gameplay -- probably even less so in terms of the code.
It should be extremely easy to force a specific character combination.
And depending on how much empty space there is in the game's RAM, it may even be possible to do like FF6 and have the characters get changed around during the storyline.

As for the SeiDen 2 editor, pretty much what Dr. Death said.
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 09-27-06 12:13 PM Link | Quote
As far as I know no one has done a 3-player mod for SD3. However there is a 2-player one for SOE as you said, and it works pretty well. I think it's by FuSoYa, he also did a VWF for SOM.

SOM does have its problems--one of the things that's always really bothered me is that if P2 or P3 get stuck behind something, you can't move forward until you go back and "unstick" them. Later SD games generally let you scroll them off, and if they go too far, they'll just run through walls and stuff to catch you.

I've also had the whip platforms throw me into a wall on occasion; the only way out was to switch characters and step on it again, which warped all three characters there.

Hopefully these sorts of things will be automatically fixable through SOM Edit.

The idea of more available characters, ala SD3, while not out of the question for SOM, would be a pain in the ass to implement. It's something to think about, but it would involve a new set of about 500 tiles, definitions for how to organize them into character graphics, changes to rom/memory/saveram to store their stats, etc.

Since SOM is only 16 megabit, SOM Edit automatically expands the rom to 32 megabit and moves some stuff around for you. This is one of the things I like about SOM compared to later, lengthier games--I have a lot more space to work with.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6279 days
Last view: 6277 days
Posted on 09-27-06 12:18 PM Link | Quote
Originally posted by Moppy
As far as I know no one has done a 3-player mod for SD3.

Ah... Oh well.

Originally posted by Moppy
Hopefully these sorts of things will be automatically fixable through SOM Edit.

Oh, that'd be quite an achievement...

Good luck with your project... If you ever want to make your own SoM hack and need a graphic artist, let me know.
d4s

Shyguy








Since: 12-01-05

Last post: 6400 days
Last view: 6297 days
Posted on 09-27-06 05:01 PM Link | Quote
that looks absolutely awesome, great work so far!
i thought about fixing the countless bugs that make secret of mana such a mess myself. however, its one of these things that sound like funny, short projects in the first place, but when it comes to actually tackling them, you realize just how much work they really are.
i was also surprised when i found out secret of mana was released in europe almost 2 years after the initial japanese launch, more than enough time to fix all the bugs imho. you could say that they simply did not care for us gaijins, but if you think about it, many snes games received further bugfixing and quiet updates after the release, if the initial production run of the game didnt satisfy demand or if it was later rereleased on nintendo power.

the things i consider the most annoying, although not all are bugs:

-the frequent drop-out of music channels in favor of soundeffects.
it should be the other way round. also, soundeffects should be limited to two channels maximum.
-dead cpu-controlled partymembers should instantly jump to the players position
upon hitting a dead-end and hindering the player to go any further.
-fix the frequent status bar palette glitches.
Stifu









Since: 11-18-05
From: Your mom's bed

Last post: 6279 days
Last view: 6277 days
Posted on 09-27-06 05:12 PM Link | Quote
I'd add a little something: make it so chests always connect with your characters, during the animation as you open one.
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 09-27-06 05:17 PM Link | Quote
Originally posted by d4s
-the frequent drop-out of music channels in favor of soundeffects.
it should be the other way round. also, soundeffects should be limited to two channels maximum.

Yes! I forgot about this. Typically games will put the percussion and sound effects on the same channel, so that if you lose anything, it's a drum here and there, and you don't really notice. However SOM's percussion is generally on channel 1, and sound effects use higher channels. I could reorganize the music easily enough to fix this, or just change what channel the sound effects play on.

2P/3P characters getting stuck is a problem that I found the code for once upon a time... Simply removing the boundary and letting you scroll them off works under some circumstances, but it can screw with the screen scrolling if they go too far off screen. Checking if they're off and making them warp or walk through walls is probably the best option. Or maybe I can fix the scrolling problem and let you just leave them wherever they sit.

SOM does have some palette glitches as I recall, I forgot exactly what triggers them. Certain things like the palette flash effect on weapon energy recharge can cause that stuff to look funny for a second, though I forgot if it ever sticks.

For example. However when I come back out of the menu it goes away.

The tilted mode 7 flight effect has a bug as well where a corner of the top section of the "surface" will show map data from somewhere far away, or behind you, or something. It's not that noticeable since it's under the white horizon mist stuff, but it always bothered me. It was the result of an unchecked subtraction underflow, and I actually fixed it a couple days ago.

Here's a picture of it, notice the land mass in the upper left corner, which doesn't actually exist.
d4s

Shyguy








Since: 12-01-05

Last post: 6400 days
Last view: 6297 days
Posted on 09-27-06 05:31 PM Link | Quote
Originally posted by Stifu
I'd add a little something: make it so chests always connect with your characters, during the animation as you open one.


also, characters sometimes tend to sleep next to the beds instead of inside.

moppy: you seem to be very knowledgeable in terms of assembly language and reverse-engineering, i'm really impressed.
how come?
Moppy

Red Goomba








Since: 09-26-06
From: Rochester, NY

Last post: 6296 days
Last view: 6280 days
Posted on 09-27-06 05:32 PM Link | Quote
It's what I do, I guess. :p

By the way, the sleeping thing depends on where you talk to the inn NPC. The characters walk a set distance to the left, and if you were left of the NPC, they'll be off the bed to the left. :p


(edited by Moppy on 09-27-06 10:02 PM)
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Acmlm's Board - I3 Archive - ROM Hacking - Secret of Mana Editor |


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