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Acmlm's Board - I3 Archive - ROM Hacking - Secret of Mana Editor | New poll | | |
Pages: 1 2 3 | Add to favorites | Next newer thread | Next older thread |
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.
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User | Post | ||
Stifu Since: 11-18-05 From: Your mom's bed Last post: 6279 days Last view: 6277 days |
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Originally posted by Moppy 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. |
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Moppy Red Goomba Since: 09-26-06 From: Rochester, NY Last post: 6296 days Last view: 6280 days |
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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 |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6279 days Last view: 6277 days |
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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. |
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Raccoon Sam Boomerang Brother Custom Title Since: 11-20-05 From: Correct Last post: 6277 days Last view: 6277 days |
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Definitely. Go for it! |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6279 days Last view: 6277 days |
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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... |
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Moppy Red Goomba Since: 09-26-06 From: Rochester, NY Last post: 6296 days Last view: 6280 days |
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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. |
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richyawyingtmv Bouncy Since: 11-18-05 From: England Last post: 6279 days Last view: 6277 days |
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Definately interested in this. Looks pretty awesome.
I'll most likely spend most of my time messing with the music editor however. |
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Moppy Red Goomba Since: 09-26-06 From: Rochester, NY Last post: 6296 days Last view: 6280 days |
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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? |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6279 days Last view: 6277 days |
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Originally posted by Moppy 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. |
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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 |
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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). |
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Moppy Red Goomba Since: 09-26-06 From: Rochester, NY Last post: 6296 days Last view: 6280 days |
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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) |
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Shadowstar Newcomer Since: 10-05-06 From: IL, USA Last post: 6399 days Last view: 6399 days |
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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 |
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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 |
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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 |
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Kailieann Since: 11-18-05 Last post: 6277 days Last view: 6277 days |
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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 |
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Originally posted by Kailieann 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. |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6279 days Last view: 6277 days |
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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) |
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Moppy Red Goomba Since: 09-26-06 From: Rochester, NY Last post: 6296 days Last view: 6280 days |
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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) |
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Stifu Since: 11-18-05 From: Your mom's bed Last post: 6279 days Last view: 6277 days |
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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 |
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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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