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Main - Secret of Mana Hacking - Build 0203 New thread | New reply


Moppy
Posted on 06-29-13 07:22 PM (rev. 2 of 06-30-13 07:36 AM) Link | Quote | ID: 154204


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Yep! Some new working stuff, and a bunch of new broken stuff, as always.

Release listing:
https://dl.dropboxusercontent.com/u/19968993/som/FileListing.html

Latest release:
https://dl.dropboxusercontent.com/u/19968993/som/build%200203/somedit0203.rar

Release notes:
https://dl.dropboxusercontent.com/u/19968993/som/release_notes.txt

Any problems can be reported here.

Edit: and 0204 now too:

https://dl.dropboxusercontent.com/u/19968993/som/build%200204/somedit0204.rar

Davias
Posted on 07-01-13 03:17 PM (rev. 2 of 07-01-13 03:27 PM) Link | Quote | ID: 154214

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Very good work! I'll check your blog every week for new updates. I'm a SOM fan for 18 years ( only the first 3 games for the gameboy and snes, anything that follows SOM2 is crap in my opinion )

Anyway, the new build seems very stable and I edit e few of the enemy names and stuff and exported it to the rom. It worked without crashes or something similar. I'm eagerly awaiting the possibility to export enemy data and weapon data and other stuff to my project.

1. When I want to edit some text from dialogues in the events ( the blue text ), inothing happens. Does the event editor work correctly?


I'll experiment a few days with the new build and give my feedback, should I find some errors.

Keep up the hard work, Mop

RetroHelix.
Posted on 07-02-13 08:09 PM Link | Quote | ID: 154221


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I was playing around a bit and found some bugs. Using mousewheel in the eventwindow will close the program. After canceling (cross not cancel button) the Add Command Dialog in the eventwindow you cant edit events anymore. I was adding an enemy (object, rabbite) to map 128 but its graphics were messed up.

And I have some questions I would like toe skip the cinematic at the beginning and jump directly into the waterfall scene. I tried this by removing any entry in the event 400 except for "Jump to event x106". The waterfall scene starts but everything is black except for the textboxes besides that the player is invisible after the game starts. Whats was I doing wrong?
The other question is a feature request^^ Could you build in a back button in the eventeditor and make the events clickable? It would also be great to have a flowgraph to see the connected events but this is wishful thinking.


Moppy
Posted on 07-02-13 11:07 PM (rev. 2 of 07-02-13 11:13 PM) Link | Quote | ID: 154222


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Posted by Davias
only the first 3 games for the gameboy and snes, anything that follows SOM2 is crap in my opinion


The original "Final Fantasy Adventure" for the gameboy is definitely my favorite in the series. If I knew anything about gameboy games I'd have the editor double as an FFA editor. And Legend of Mana is weird, but has grown on me over time. I haven't really played many of the others beyond the two SNES titles, but I haven't heard good things past SD3 and LOM.

Posted by Davias
I'm eagerly awaiting the possibility to export enemy data and weapon data and other stuff to my project.


Weapon data is now editable :3

Posted by Davias
1. When I want to edit some text from dialogues in the events ( the blue text ), inothing happens. Does the event editor work correctly?


The event editor has some issues, but dialogue editing should work if you highlight one of the blue sections and hit Edit Selected. Do other event types work?

Mainly the "Unknown" events have problems at the moment. Changing the type seems to dump out some exceptions that I haven't picked through yet.

Posted by RetroHelix.
Using mousewheel in the eventwindow will close the program.


Which event did you have up? Mousewheeling should scroll up/down through the displayed event if your mouse is over the event display, otherwise it scrolls the focused component (which may be the ID list; this will cause it to go to the next event)

Posted by RetroHelix.
After canceling (cross not cancel button) the Add Command Dialog in the eventwindow you cant edit events anymore. I was adding an enemy (object, rabbite) to map 128 but its graphics were messed up.


Closing with X must be handled differently than the cancel. I do see a null ref exception when I do it, though it lets me open another window. I'll check it out.

Posted by RetroHelix.
I would like toe skip the cinematic at the beginning and jump directly into the waterfall scene. I tried this by removing any entry in the event 400 except for "Jump to event x106". The waterfall scene starts but everything is black except for the textboxes besides that the player is invisible after the game starts. Whats was I doing wrong?


Try leaving in the "Use doorway 0x00" as well. This seems to transition you to the waterfall map. (check out doorway 00, it leads to map 256, the waterfall map. Without this command it's just going to stay on map 8, which is black.)

Posted by RetroHelix.
The other question is a feature request^^ Could you build in a back button in the eventeditor and make the events clickable? It would also be great to have a flowgraph to see the connected events but this is wishful thinking.


I'll see what I can do :p

RetroHelix.
Posted on 07-03-13 09:15 PM (rev. 4 of 07-04-13 09:34 PM) Link | Quote | ID: 154223


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About the crash when using mousewheel in the eventwindow. It happens on every event. Just scroll up and down a bit with the mousewheel and the applications closes without warning.
Another thing. I tried to chage the NPCs in the first cutscene (map 256) by edtitng their graphics set attribute. Besides showing up with a wrong palette it worked well but I can only choose enemy graphics.
Oh, and by changing Layer 1 and 2 tiles on map 256 I messed the graphics up and even after setting it back to its default value everything was scrambled and the controls were gone (all controls on the contents tab). This happened only once though and I were not able to recreate this error.

PS. Leaving the doorway in worked. Somehow I missed this...

Otrebla2
Posted on 07-07-13 05:10 PM Link | Quote | ID: 154252


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This is a repost of what I said in one of the post comments. Moppy, you talked over there about midis that were longer than the mana beast song:

Well, I imported a midi that's way too long for its own sake and it worked perfectly until the end and I know why it doesn't works. Either SoM or your editor does not support breaking a note into 1/3 or 1/5 or any odd numbre like those (and those are valid notations in music). and the track that I wanted to import had those.

But no matter what track I imported (long short. same amount of tracks or not, etc) it kept messing the palettes of the MODE-7 map (world map)

Moppy
Posted on 07-11-13 10:43 PM Link | Quote | ID: 154295


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Posted by Otrebla2
But no matter what track I imported (long short. same amount of tracks or not, etc) it kept messing the palettes of the MODE-7 map (world map)


This is being worked on. The end of the music sits up against the world map data, and it looks like the last song to fit into that area (before it expands to the 200000 region) is overrunning its space and writing over some world map tiles. I'm working on a fix for.. 0206? Is that the number I'm at now?

As for the song timing, I should be handling all notes by assembling combinations of SOM notes, for which there are a variety of sizes and divisions. The MIDI importer in general needs work--even if the timing comes in correctly, it still gives you a very flat sound, because I'm not handling vibrato/tremolo/things like that yet. Your timing issue will probably be resolved when I get around to fixing all of this. Feel free to link the MIDI you're using and I'll take a look though.

Otrebla2
Posted on 07-15-13 06:14 PM (rev. 3 of 07-15-13 06:16 PM) Link | Quote | ID: 154311


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Posted by Moppy
Your timing issue will probably be resolved when I get around to fixing all of this. Feel free to link the MIDI you're using and I'll take a look though.


Ok, it seems I dont have the midi I was using anymore. I made a midi using one of the ocremix songs as a base. I just made the midi out of ear from their song, but I had to tweak it so it could match the editor specs for songs, and that's the file im missing.

Here is the original arrangement I made (not the one used for the editor). If you notice, the notes divide by 1/3 are at the very end. So I just isolated the part that uses the 1/3 of notes and uploaded it too.

Everybody: If you use this, note that I don't have any permission nor they know I made this. At least give credit to the original arrangers.

Into the thick of it and Electric talk Composed by Hiroki Kikuta
Arranged by Khalal, Nintendo Guru http://ocremix.org/remix/OCR00226/
Midi made by OtreX (no need to credit)

Download: http://www.sendspace.com/file/i8paoy

Deflaktor
Posted on 08-06-13 05:43 PM Link | Quote | ID: 154541

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My suggestions to improve usability:

- Have multiple instances of Map Piece Editor open at the same time
- In the Map Piece Editor:
´´´´o right click: select tile
´´´´o hold right mouse button: select rectangle
´´´´o ctrl + right click: edit current tile popup menu
´´´´o new tool: paint rectangle
- Event Editor: The ability to give event flags names.

most of these suggestions can be implemented rather easily but would improve the usabilty by quite a lot.

Moppy
Posted on 05-11-14 05:09 PM Link | Quote | ID: 156521


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I'll add these to my list of things to check out. It's been a while since I've touched this thing, but I've been trying to put some work in on it recently.

titcriss
Posted on 09-06-15 09:38 AM (rev. 2 of 09-06-15 09:43 AM) Link | Quote | ID: 161031

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Hi, I've been studying the editor and I got a problem. I don't understand why I cant modify the doors in the "Composite Maps"-->Map triggers without the game not working at the start. I tried to add a door here at the top of map 129 (cavern) : http://imgur.com/tTnD60Y

The rectangle were blue before, but I tried removing the Map Triggers to see if it could refix the rom then I took the picture. It doesn't work at all btw, it still crash with ZSNES. SNES start but the game go crazy, it skips the sword then I transform into 4 rabbit and I get stuck.



The only thing I can do to modify doors is : Map Data-->Doors then modify the Target map without problem. But it only changes the destination, it doesnt let me add a door.


Anyway have you guys managed to make it work?

I also found some stuff while looking at the editor :

Those maps are not used : 50, 74

Map 152 is Map 25 but without any event or doors. Maybe it could be use for a map. (Oops, it seems that 152 has something to do with the ending of the game.)

Oh yeah, if you guys want to do some quick tests I used Misc data-->Other Options--> New Game door = value C. It teleports you to the sword right away instead of having the introduction.

Edit : Forgot something. Will it be possible to have more doors. They're all used between 0 to 3FF.

Termingamer2-JD
Posted on 09-06-15 06:54 PM Link | Quote | ID: 161035


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Just to say ZSNES is a piece of crap, use Snes9x or higan (bsnes) instead, they actually work.

If Snes9x 1.53 gives you a bunch of errors regarding directx9 use 1.51 and you should be fine.

higan is the best emulator, it can play any SNES game in the world (100% accurate) but you need a 3ghz processor as recommended by byuu.

____________________
Jamie Dignam

titcriss
Posted on 09-06-15 10:10 PM Link | Quote | ID: 161039

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Well, ZSNES can run Chrono Trigger : Crimson Echoes, which SNES9x cannot do. But Im gonna use snes9x for this editor from now on.

I also tried to modify events

log :
14:55:06 - Wrote events: 83174 bytes total.
14:55:06 - Exported to C:\SNES9x 1.53\Editor SOM\test.smc successfully.


I tried to call the heal function on a sign with : Jump to sub-routine event 0x41B
I also tried Jump to event 0x7fd which is the event in which Jean (the knight) heals you in the battle with Mantides when you die.

But none of them worked. I also used Lukka healing abilities. But there is absolutely nothing. So for now I won't be trying too much. If you guys have manage to do something I'd like to know.


Ok bye

Nilthy
Posted on 09-15-15 09:48 PM Link | Quote | ID: 161122


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Cool! Great to see you're still working on it

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