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04-27-24 11:16 AM
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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
Stifu









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

Last post: 6279 days
Last view: 6277 days
Posted on 09-28-06 03:44 AM Link | Quote
Originally posted by Moppy
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

Then a simple way to fix that would be to make sure you can only talk to the inn keeper from one position...

Anyway, it's awesome that you're able to fix some of the bugs...

Do you plan to make your own hack ? I'm not sure, considering you seemed somewhat unsure it was worth finishing your editor.
Moppy

Red Goomba








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

Last post: 6296 days
Last view: 6280 days
Posted on 09-28-06 04:04 AM Link | Quote
I dunno that I'd bother. I'd rather let everyone else screw around with it and play the games they make. =p

I'm probably better off subtracting the x distance between you and the innkeeper off of the distance you walk to get to bed.. if I limited it to a certain position, it would be difficult to talk to him--keep in mind this is based on pixel-wise location, not a grid, so it's pretty precise. I guess I could always move you to the center position when you talk to him, too. Eh. It's a harmless bug to begin with anyways =p
Stifu









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

Last post: 6279 days
Last view: 6277 days
Posted on 09-28-06 04:09 AM Link | Quote
Ah yeah, okay... It's cool if you can fix that too, but as you said, it's harmless anyway.

Well, you definitely caught my interest with your editor (and the bug fixes will make me feel like it's no longer inferior to Seiken 3 )...
I thought I'd quit ROM hacking right after my first hack, but I may want to start another one... I'd need a decent partner though.
Raccoon Sam

Boomerang Brother
Custom Title








Since: 11-20-05
From: Correct

Last post: 6277 days
Last view: 6277 days
Posted on 09-29-06 04:53 PM Link | Quote
Lunar Magic
Manar Logic

Definitely.

Go for it!
Stifu









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

Last post: 6279 days
Last view: 6277 days
Posted on 10-01-06 04:33 AM Link | Quote
Good thread deserves bump, and I have a question anyway.

There are so many things that could be edited in the game, apart from maps, like monster (names, stats, magics, patterns etc), weapon supers (damage, movement..), magics, dialogues, switches... I wonder just how much freedom this editor will give you... If it's going to be like a little RPG Maker.

By the way, although adding more than 3 different playable characters is probably loads of work, how about increasing the number of different enemies ? One of the few things I didn't like about SoM was the fact you'd keep on fighting the same enemies with different colors, which was especially boring for the bosses.
Even if the new enemies had the exact same behavior as some already existing ones, it would be cool if you could have a wider range of monster sprites...
Moppy

Red Goomba








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

Last post: 6296 days
Last view: 6280 days
Posted on 10-04-06 02:15 AM Link | Quote
Well, I'm in the middle of researching about a million things at once right now. The other day I got sprite formations loading:



and today after a look at the code SOM uses to decompress the title screen, I got that loading too:



I hope that in time anything you could possibly consider editing in the game will be editable. Expansion for most things should not be difficult, new enemies and characters however are tricky because of the number of structures and data elements that must be changed/expanded to accomodate the change. However, nothing's impossible, as long as it fits in 32 megabits.
richyawyingtmv

Bouncy


 





Since: 11-18-05
From: England

Last post: 6279 days
Last view: 6277 days
Posted on 10-04-06 12:40 PM Link | Quote
Definately interested in this. Looks pretty awesome.

I'll most likely spend most of my time messing with the music editor however.
Moppy

Red Goomba








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

Last post: 6296 days
Last view: 6280 days
Posted on 10-04-06 02:33 PM Link | Quote
Speaking of the music editor, I need to find a decent audio playback library for C#. Fmod EX just isn't cutting it, and I can't wait around for months for them to fix the one simple problem I sent them...

Anything that supports multiple channels, loading 16 bit samples from memory, sample loop points, and other module type stuff in general, will do. Any ideas?
Stifu









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

Last post: 6279 days
Last view: 6277 days
Posted on 10-04-06 04:05 PM Link | Quote
Originally posted by Moppy
Anything that supports multiple channels, loading 16 bit samples from memory, sample loop points, and other module type stuff in general, will do. Any ideas?

I hope someone (Bouche, d4s, blackhole ? Whoever) is able to answer your question, but anyway, your whole editor project sounds quite promising... Keep up the good work.
blackhole89
Moronic Thread Bodycount: 17
(since 2006-08-21 09:50 EST)
F5 F5 F5 F5 F5


 





Since: 12-31-69
From: Dresden/SN/DE

Last post: 6279 days
Last view: 6277 days
Skype
Posted on 10-04-06 04:47 PM Link | Quote
I'd use DirectSound, but that'd force you to handle the sample looping manually. >>

Solar Soundtrack uses snesapu.dll, i.e. emulating a severely hacked version of the N-SPC itself and letting it play back runtime-generated code, but you need to decide how much of an option that is in this case.

On another note, this looks pretty much damn impressive... it could, in fact, very well be the most impressive thing I saw to hit these forums within the past years. I'm particularly impressed that you apparently actually managed to get into Squaresoft's SPC music data format, something both me and Bouche failed at (though I think neither of us was trying thoroughly beyond some surfacial looks at it).
Moppy

Red Goomba








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

Last post: 6296 days
Last view: 6280 days
Posted on 10-04-06 05:14 PM Link | Quote
Ah ha! I fixed it by using the old FMOD. It's nice to hear things SOUND RIGHT AGAIN.

Here's a sample of it playing back a song:

http://spongemop.dyndns.org/somedit_bosstheme.mp3

It still sounds a little skippy, and it's missing some effects like reverb, but at least the sample loops are correct again

Thanks for the compliments by the way, and yeah, it's at least uncommon to see music support in an editor, it was what got me working on a SOM editor to begin with, actually. Maybe I'll release some specs on it once I get it fully researched -- Some commands still come up as "Unknown" in my tracker.


(edited by Moppy on 10-04-06 04:18 PM)
Shadowstar
Newcomer








Since: 10-05-06
From: IL, USA

Last post: 6399 days
Last view: 6399 days
Posted on 10-05-06 06:53 PM Link | Quote
Hey that looks so hardcore. I have alot of ideas and suggestions for it. I would like to beta or alpha test this project; i'm not sure at what phase you are in the project. I also would like to know if I can contribute graphics for the UI, and interface. I'll actually come up with a splash screen today. Anywayz my email is adcornaglia@yahoo.com.
Moppy

Red Goomba








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

Last post: 6296 days
Last view: 6280 days
Posted on 10-06-06 01:08 AM Link | Quote
It will be months before I'm even ready for testing, most likely. The version I have now views all of the stuff I posted but does not yet write them back to the rom. I want it to be complete-ish before I release it. =p
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6283 days
Last view: 6277 days
Posted on 10-06-06 08:54 AM Link | Quote
Looks like this is going rather nicely. Believe it or not, I have never played Secret of Mana, but I still know what it is, so no fear there

If Secret of Mana is anything like any other RPG, then it probably has a pretty advanced event system. Have you found any event data yet, as in cinematics and the big special effects and crap like that? I may have missed it in the thread, so if I did, enlighten me
Kailieann



 





Since: 11-18-05

Last post: 6277 days
Last view: 6277 days
Posted on 10-06-06 09:02 AM Link | Quote
Secret of Mana isn't an RPG. It's an Adventure game, like Zelda, with an RPG-esque level-up system.
S.N.N.
wtf


 





Since: 11-17-05
From: Ontario, Canada

Last post: 6283 days
Last view: 6277 days
Posted on 10-06-06 09:08 AM Link | Quote
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.
Stifu









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

Last post: 6279 days
Last view: 6277 days
Posted on 10-06-06 11:42 AM Link | Quote
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.


(edited by Stifu on 10-06-06 10:46 AM)
(edited by Stifu on 10-06-06 10:48 AM)
Moppy

Red Goomba








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

Last post: 6296 days
Last view: 6280 days
Posted on 10-06-06 01:20 PM Link | Quote
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.


(edited by Moppy on 10-06-06 12:25 PM)
Stifu









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

Last post: 6279 days
Last view: 6277 days
Posted on 10-06-06 01:28 PM Link | Quote
Wow, that looks extremely similar to RPG Maker... Very promising.
Chickenlump

Paratroopa








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

Last post: 6333 days
Last view: 6314 days
Posted on 10-06-06 01:47 PM Link | Quote
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.
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