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Main - ROM Hacking - Secret of Mana Editor (Again...) New thread | New reply


Moppy
Posted on 10-25-08 01:16 AM (rev. 3 of 10-25-08 01:52 AM) Link | Quote | ID: 92767


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Some of you may remember this project from a few years ago. After a while I sort of set it aside and went on to other things, but I've been trying to bring it back lately.

http://somedit.blogspot.com/ Is the new public page/blog/whatever for it; a few screenshots etc are posted there. Somewhere around this board there's an old thread with a bunch of dead links to other screenshots, too =p

What I could use mostly is people who can research, find & decode the stuff I'm missing, since I don't have a lot of time lately.. preferably hand me pseudocode / C# code / basic description and I'd be implementing the editor for it in due time (soon hopefully!). I have a bunch of data that isn't listed on the page yet, including some that others have sent me, and I'll probably be updating it soon.

Reply/post/etc if you are interested. A good portion of the work on this is already done and I'd like to finally see it released :3


By request: screenshots in the thread!


Music editor playing the boss theme. The editing shit at the bottom will be cleaner eventually; it's a temporary view to test playback/loading/writing.


SPC700 sample editor with zoom & loop point marker (vertical white line).


Map viewer, showing one of the maps from the intro, with event location for where you fall. Again, the edit stuff is for debugging and won't look like that in the release =p


Editor view with tile collision types viewable.


World map editor; full view on left with resizable zoomed view on right for editing. Supports copying and pasting of regions.


Tileset editor for 16x16 tiles.


MIDI importer for music. I have the GUI pretty much the way I want it for this but the translation could use some work. I've only gotten it to work well for a couple songs so far; the major issue is song speed/note size translation.

That's it for now I guess. :3

Mop

InvisibleCoinBlock
Posted on 10-25-08 02:12 AM Link | Quote | ID: 92772


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Awesome!

I can't wait to try this out when it's done.

Is the Assembly tab for inserting ASM hacks? I suppose you could use xkas for that, but I know editors like Hyrule Magic have one built in, which is kind of nice.

Also, will there be any way to edit player and NPC dialogue?

blackhole89
Posted on 10-25-08 02:13 AM Link | Quote | ID: 92773


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Posted by InvisibleCoinBlock
Awesome!

I can't wait to try this out when it's done.

Is the Assembly tab for inserting ASM hacks? I suppose you could use xkas for that, but I know editors like Hyrule Magic have one built in, which is kind of nice.

Also, will there be any way to edit player and NPC dialogue?

From what I remember, there's no compression used for them that couldn't be tackled by a plain oldschool table tool, so I'd be very surprised if there wouldn't.

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Moppy
Posted on 10-25-08 02:18 AM (rev. 2 of 10-25-08 02:21 AM) Link | Quote | ID: 92774


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Posted by InvisibleCoinBlock
Awesome!

I can't wait to try this out when it's done.

Is the Assembly tab for inserting ASM hacks? I suppose you could use xkas for that, but I know editors like Hyrule Magic have one built in, which is kind of nice.

Also, will there be any way to edit player and NPC dialogue?



The event/dialogue editor exists but needs some work.

Yeah, that's basically what the assembly tab was intended for. In time I might provide a way to view/edit a (commented?) disassembly of the code itself. A general patch system might also end up in the release. Stuff like this may or may not show up in the initial release though =p

I also plan on having most editables (music, samples, tilesets, maps) exportable to a somedit-importable format so you can easily swap data between ROMs.

Googie
Posted on 10-25-08 02:34 AM Link | Quote | ID: 92776


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This editor looks pretty awesome, SOM was one of my last SNES games I actually enjoyed back in the days. ^^'

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InvisibleCoinBlock
Posted on 10-25-08 03:01 AM Link | Quote | ID: 92777


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Nice.

So I assume it will support code for custom sprites and the like? Or will we at least be able to tweak the existing sprites in some manner?

Moppy
Posted on 10-25-08 03:14 AM (rev. 4 of 10-25-08 03:24 AM) Link | Quote | ID: 92778


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Posted by InvisibleCoinBlock
Nice.

So I assume it will support code for custom sprites and the like? Or will we at least be able to tweak the existing sprites in some manner?


All tiles will be fully editable. As for "Sprites" I've found the way they construct player character tiles into layer 5 objects (which, by the way, is a peculiar format), and that will be editable, so that you are not constrained by the 16x32ish dimensions of SoM's original characters. The Sprite character however is generally wider than the other two so I suppose they had to make a generic-ish sprite format like this, which is pretty convenient for editing. I'd imagine more exist in the same format for enemies, spell graphics, and other shit that comes up on layer 5. Those have yet to be located.

What really remains to be done relative to sprites is finding how they are strung together as animations, and making those editable also. I had poked at it at one point but never settled on a sensible decoding for them.

Oddly, the boy has casting animations that are never used since he doesn't get any spells.





Come to think of it though, these might share with the glove weapon's charge attacks. I think there's one where you do a little kame-hame-ha-like attack with a little energy burst thing.

InvisibleCoinBlock
Posted on 10-25-08 03:40 AM Link | Quote | ID: 92783


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Oh, sorry. When I say sprites, I mean custom coded sprites (enemies) using ASM to define behavior and such.

But still, that's very cool.

Moppy
Posted on 10-25-08 03:43 AM Link | Quote | ID: 92784


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At one point I had found a little table of AI data for enemies. I used it to make rabites split like green drops and weird shit like that. I forgot where it was but I probably have it written down somewhere. I'd want that editable, too.


Here's a screen I took of a rabite spawning spell trigger orbs.

Zycor
Posted on 10-25-08 05:18 AM Link | Quote | ID: 92786


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Neat stuff you have there. I never did beat either of the Secret of Mana's but they're still hands down the only 2 games I actually like by Square. (You know, besides Mario RPG which I've also never finished, what can I say I'm not a die hard RPG fan I only like Pokemon...)

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Stifu
Posted on 10-25-08 08:53 AM Link | Quote | ID: 92788


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Nice. My SMK editor can basically only change tiles, in comparison. :p

Moppy
Posted on 10-25-08 11:02 PM Link | Quote | ID: 92800


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SMK has significantly fewer things available to be edited, though =p

I screwed around with the GUI a little today and the map view is now resizable. Here's just about all of Pandora town.



For some reason it's in the wrong palette (roof tiles should be blue in pandora) but otherwise it looks OK. The white transparent squares are objects (mostly NPCs) and the dark ones are doors.

Xenesis
Posted on 10-26-08 01:54 AM Link | Quote | ID: 92806


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That looks pretty sensational. :o

smkdan
Posted on 10-26-08 02:25 AM Link | Quote | ID: 92810


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Wow you really went all out on this. It looks like just about everything has been covered. Maybe with this and Lazy Shell around the corner we'll start to see some quality RPG hacks.

DiscoPeach
Posted on 10-27-08 02:07 AM Link | Quote | ID: 92844


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Posted by Moppy
At one point I had found a little table of AI data for enemies. I used it to make rabites split like green drops and weird shit like that. I forgot where it was but I probably have it written down somewhere. I'd want that editable, too.


Here's a screen I took of a rabite spawning spell trigger orbs.


Lol! Rabites that spawn spell trigger orbs. Wow, I'm really amazed with the work you've done so far with your SoM editor! I'm very anxious for it to come out. SoM is by far one of my top 3 SNES games of all time. Great work! Can't wait to see the final product .

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Levesque
Posted on 10-27-08 03:08 AM Link | Quote | ID: 92849


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This editor looks awesome, even though I didn't really like Secret of Mana.

Nice work so far Moppy.

InvisibleCoinBlock
Posted on 11-10-08 05:53 PM Link | Quote | ID: 94056


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That's interesting that you can make a Rabite spawn different thing. I can't recall any color of Rabite being able to fire projectiles in the original game, so it must be programmed into each enemy.

InvisibleCoinBlock
Posted on 11-26-08 06:16 PM Link | Quote | ID: 94976


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Any progress?

NetSplit
Posted on 11-26-08 09:15 PM Link | Quote | ID: 94981


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Awesome. Secret of Mana is one of the only RPGs that I find fun because of its real time battle system, a surprisingly uncommon thing in the genre. Very good work; the amount of features is pretty staggering. I look forward to seeing a release.

Arbe
Posted on 11-26-08 10:03 PM Link | Quote | ID: 94984

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Moppy, whoever you are, if you're not going to finish this project, give it to me :O

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