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Main - Secret of Mana Hacking - Secret of mana gameplay improvement hack New thread | New reply

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zhaDe
Posted on 07-18-15 02:43 PM (rev. 2 of 07-18-15 03:09 PM) Link | Quote | ID: 160428


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Hi guys, im working on a hack of som that might interest you.
The aim of the hack is the remove abuses and add new gameplay elements to give you a reason to play this great game once again !
I don't plan on adding new areas/weapons/spells etc..
I want to keep the characters/enemies stats the same so that it can be compatible with stats hack like the hard som hack. I also plan to do another hack later that will change the stats to make the game harder but not as much as the hard som hack and balanced to be used with this hack.
The hack is not complete yet but a beta version is available so that you can try what is done so far if you are curious.

heres the list of what is done so far:

- Binding magic spells to A,B,X,Y (Player 1 only for now)
You can now cast spells without interupting the game. Thx to Piotyr for the idea ! First you have to go in the menu, put the cursor over the spell you want to bind, hold R then press A,B,X or Y to bind the magic the the chosen button. Then when in combat holding R will put you in "targeting mode" pressing left or right will make you select a target then pressing A,B,X or Y will make you (or the ally who have the chosen spell) cast the spell on the target. You can only target 1 character or enemy at a time, I still don't know if I'll make it possible to cast on all as it is kind of OP imo.

- Magic recharging time
After a character casts a spell he will have to wait some time (about 10seconds) before he can cast again. The face of the character on the botom of the screen will flash to show that it is currently unable to cast. No more chain-casting on bosses

- Strong/Weak attacks (player 1 only)
There are now 2 different normal attacks for each weapons, attacking while pressing a direction on the D-pad will trigger the strong attack (a thrust with melee weapons) which is 25% stronger than the weak one but takes 25% more time to recharge. In order to not make the game easier and slower it is the weak attack which actually hits 25% less and recharges 25% faster than in vanilla.

- Manual blocking (player 1 only)
Pressing the L button now makes your character block, he takes a "blocking stance" during a short time in which he will evade any physical attack. Blocking does not affect the power%, it is hard enough to do have the right timing anyway. You can also block while charging but it will pause the charging for a short time.

- Enhanced bow
The bow now shoots twice as far and the power% starts recharging as soon as the arrow hits something.

- Reduced hit-recovery time
When you hit an enemy he will get up twice as fast as he did normally. This is to give a chance to enemies, normally by the time enemies get up you already have your 100% power back so you can hit them before they have a chance to move. This also works for playable characters preventing you to get stuck in a corner getting hit each time you get up until you die.

- Reduced damage/healing time
The time the players/enemies are immobilized as the damage or healing numbers are shown as been split in 2.


Download patch : SoM Gameplay Improvement Hack V0.2
The patch has to be applied to a unheadered rom, I included an utility that can patch and remove the header, also included is a save file with all spells and weapons so that you dont have to play for an hour to see the new stuff.


for more detailed infos and stuff I plan to add etc : http://www.romhacking.net/forum/index.php/topic,20093.0.html

If you have any ideas of things I could add to this hack please let me know !

blackhole89
Posted on 07-19-15 12:21 AM Link | Quote | ID: 160429


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An SD3-like mechanism where AI-controlled party members eventually are moved towards the player-controlled characters with no regard to map collisions if they are stuck and too far off screen would be the single most salient improvement of the gameplay experience I could think of. Hell, even simply relaxing the requirement that all characters stay within a certain distance of each other would be a lot better in my opinion.

I don't think the "share EXP between spirits" idea you posted in the RHDN thread is particularly good. It's not like the player is outright obliged to grind to beat the game; in a normal playthrough, the individual levelling of the spirits actually ensures that your magic repertoire does not become a Swiss army knife of monster killing for free. Perhaps, it might actually be better to do the opposite thing and impose a global limit on the sum of all spirits' magic levels, or perhaps at least make the sum of all your levels influence how slowly you gain experience for any individual spirit. This would force players to pick a specialty and stick with it, much like MMORPGs allow different character builds.

____________________



Nilthy
Posted on 07-19-15 03:47 AM (rev. 2 of 07-19-15 03:50 AM) Link | Quote | ID: 160432


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WOW! This is amazing, i'm so glad people are still working on improving the game. Thank you so much! I'll definitely test it out today, maybe do some lan party fun =P

zhaDe
Posted on 07-19-15 04:02 AM (rev. 2 of 07-19-15 04:05 AM) Link | Quote | ID: 160433


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For the cpu getting stuck:
yeah that would be great, I think there is a way to make characters not stop the screen when close to the edge, I could make it so cpu characters can go off screen and if they do for some time, they get teleported back on the player position. making them walk towards the player through walls instead of teleporting could be tricky tho. Maybe it would be possible to make the screen follow only the 1st player too so that other human players wont block the sceen if they are close to the edge and if they wander off-screen they could press start to give the control to the cpu, teleporting them back on the 1st player. Ill look into it

For the spirits XP:
First, the spirits would not gain as much xp as the one you are using so you would still have a kind of speciality. It has been thought because you can cast spells way less often than usual because of the magic recharging time. It is mostly an issue with the girl actually as ppl usually use cure alot so the girl's undine level is the only one that gets XP and if you want to use other spirits they tend to be so low level that the elemental weapons and special status effects last only for a very short amount of time making them not really useful and thus not used much because the MP is better spent on cure instead of short lasting elemental weapons and stat boosts. The xp gained would be relative to the spirit level (like it already is in the normal game) so lower level spirits get more xp than higher level ones. So it is not really about removing the need to grind to beat the game but removing the need to grind to make other spirits worth using. Im still not sure about how much XP would be given to other spirits but I will try to make it so you still have to pick a speciality otherwise all offensive magics would be pretty much the same if they all leveled-up together aside from the elemental weaknesses.



Nilthy: you might want to wait a bit before playing in multiplayer because as of now only the 1st player can use spells/alternate attacks and manual blocking. Ill definately make it work for all 3 characters later tho because this game is so much more fun with a friend or 2.

Nilthy
Posted on 07-19-15 04:27 AM Link | Quote | ID: 160434


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Posted by zhaDe

Nilthy: you might want to wait a bit before playing in multiplayer because as of now only the 1st player can use spells/alternate attacks and manual blocking. Ill definately make it work for all 3 characters later tho because this game is so much more fun with a friend or 2.



Okay, no problem. Its still just as fun one player =D. So far it's alot of fun though. Cant wait to test out the magic binding.

zhaDe
Posted on 07-19-15 03:56 PM Link | Quote | ID: 160435


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Ive got new version heres the list of changes:
- Fixed the alternate attack damage bug
- Everything now works for all 3 players, spells/blocking/strong and weak attacks
- It is now possible to cast from the menu without binding, you still have to pick your target during the action but any A/B/X/Y will cast the selected spell.
- Changed controls for the magic-targeting mode to toggle instead of having to hold R
- Fixed the intro bug where Randi could appear if you pressed R

Download

Nilthy
Posted on 07-19-15 06:43 PM (rev. 4 of 07-19-15 08:59 PM) Link | Quote | ID: 160438


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Posted by zhaDe
Ive got new version heres the list of changes:
- Fixed the alternate attack damage bug
- Everything now works for all 3 players, spells/blocking/strong and weak attacks
- It is now possible to cast from the menu without binding, you still have to pick your target during the action but any A/B/X/Y will cast the selected spell.
- Changed controls for the magic-targeting mode to toggle instead of having to hold R
- Fixed the intro bug where Randi could appear if you pressed R

Download


Cool, thanks! I know what im doing tonight

EDIT: I found a little bug, if you attack, then quickly block, it cancels out the attack % meter, allowing you to attack at full again. Shown here - https://www.youtube.com/watch?v=loMfjIT0Wjg&feature=youtu.be

zhaDe
Posted on 07-20-15 03:25 AM Link | Quote | ID: 160441


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Thanks for the bug report, I think I got it fixed now along with some other stuff like beign tangled prevented you from blocking. Ill post a new version tonight or tomorrow with the bug fix and maybe some new stuff.

Nilthy
Posted on 07-20-15 04:15 AM Link | Quote | ID: 160442


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Posted by zhaDe
Thanks for the bug report, I think I got it fixed now along with some other stuff like beign tangled prevented you from blocking. Ill post a new version tonight or tomorrow with the bug fix and maybe some new stuff.


Alright cool, thanks =D. I'll continue to test it out and let you know if i find something else.

zhaDe
Posted on 07-20-15 10:54 AM Link | Quote | ID: 160445


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Another version again heres the list of changes:
- AI controlled characters don't get stuck anymore ! Actually they do.. but they dont block the screen movement and they will get teleported to the player if they go off-screen. Heres a video showing this feature: Video
- Fixed a bug where you could block before finishing an attack, keeping your power% at 100
- Human controlled characters can now only dodge manually
- Fixed some other issues with dodging, you can not dodge anymore when moogled/petrified/small/barreled/ghost but can when poisoned/confused/tangled.

Download V0.4

Nilthy, did you try the bow ? Also what do you think about the duration of the magic recharging time ?

Nilthy
Posted on 07-20-15 03:41 PM (rev. 2 of 07-20-15 09:31 PM) Link | Quote | ID: 160446


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Posted by zhaDe
Another version again heres the list of changes:
- AI controlled characters don't get stuck anymore ! Actually they do.. but they dont block the screen movement and they will get teleported to the player if they go off-screen. Heres a video showing this feature: Video
- Fixed a bug where you could block before finishing an attack, keeping your power% at 100
- Human controlled characters can now only dodge manually
- Fixed some other issues with dodging, you can not dodge anymore when moogled/petrified/small/barreled/ghost but can when poisoned/confused/tangled.

Download V0.4

Nilthy, did you try the bow ? Also what do you think about the duration of the magic recharging time ?


Yes, i love the new bow. I almost never used it, due to the javelin and the boomerang being better, but now =D. As for the magic recharging time, i like it, it seems like a fair amount of time. My sister noticed you can target teammates with attacking spells, had a fun little pvp match haha.

zhaDe
Posted on 07-21-15 05:59 AM (rev. 3 of 07-21-15 07:08 PM) Link | Quote | ID: 160448


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Haha yeah, you can target the party or the enemies with every spells, you have to be careful, Ive made it this way because when you are targeting theres no way to know what spell you will cast. It also has its advantages as sageOwl pointed out on the romhacking forum, if an enemy cast wall on itself (like those mushrooms in pure land), you can cast wall on one of your characters and then cast an offensive spell on him and the spell will be redirected the enemy (like in final fantasy). Theres a problem with it tho, killing your party members actually give you XP, it is based on their total XP so it gives quite a lot at high level so it can be abused to level up fast... ill have to fix that.

EDIT:

Another new version : Download V0.5
- Fixed a bunch of gfx issues related to the face icons.
- Fixed a bug from v0.4 where the defense of human players where not taken into account when calculating the damage they received
- Fixed a bug where some maps were glitched, including the passage leading to the empire city that had an invisble block making it impossible to pass.

Nilthy
Posted on 07-22-15 11:46 AM Link | Quote | ID: 160455


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interesting, and thanks for the new version! =D

Stifu
Posted on 07-22-15 07:27 PM (rev. 2 of 07-22-15 09:22 PM) Link | Quote | ID: 160456


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I like this hack so far.
Looking forward to the "hard" version. This ought to be much more interesting and rewarding than that other hack that just tweaks numbers to make everything frustratingly hard and glitch-abuse dependent.
By the way, when characters get stuck, rather than teleporting them, maybe you could make them run toward you, the same way they do when you get to a whip checkpoint? This would probably look more natural.

I wonder if that English retranslation project is still in the works. It would be nice to be able to combine both patches and rediscover the game.

zhaDe
Posted on 07-23-15 04:04 PM (rev. 2 of 07-23-15 04:05 PM) Link | Quote | ID: 160464


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Thx Stifu !
I still have some features to add before I start working on the hard version but the list is getting shorter, im working on showing the MP at all time right now and after that most of the big stuff will be done. Ive made a test run of the start of the game (up to upperland) and it wasnt much of a challenge.. Ive played so much of this game recently to test my hack and another hack I worked on before this one that removed all spells.. I really need a hard version to enjoy playing it again.. so you can expect it wont be too long before I start working on it

I agree that making the characters run toward you would look better. I tried but it turned out to be harder than I thought. I couldnt get the characters to walk throught walls, I guess I could look at how it is done in the whip event but it might be alot of work to make it work right. So.. it might not look great but at least it works Id rather work on adding other stuff right now than on this, it doesnt happen so often anyway. I might come back to it later tho.

Stifu
Posted on 07-23-15 07:56 PM Link | Quote | ID: 160466


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Posted by zhaDe
I agree that making the characters run toward you would look better. I tried but it turned out to be harder than I thought. I couldnt get the characters to walk throught walls, I guess I could look at how it is done in the whip event but it might be alot of work to make it work right. So.. it might not look great but at least it works Id rather work on adding other stuff right now than on this, it doesnt happen so often anyway. I might come back to it later tho.

Sure, I understand it's not a high priority, and may not be worth the time. On a side note, it's possible the whip checkpoint mechanism is similar to the one when you press a switch, or when go through certain doors, as your team mates seem to behave the same way in these situations... Maybe you could, like, pretend the main character stepped on an invisible switch to attract your pals next to you.

Anyway, keep up the good work.

Thanatos-Zero
Posted on 07-23-15 08:08 PM Link | Quote | ID: 160468


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Posted by Stifu
I like this hack so far.
Looking forward to the "hard" version. This ought to be much more interesting and rewarding than that other hack that just tweaks numbers to make everything frustratingly hard and glitch-abuse dependent.
By the way, when characters get stuck, rather than teleporting them, maybe you could make them run toward you, the same way they do when you get to a whip checkpoint? This would probably look more natural.

I wonder if that English retranslation project is still in the works. It would be nice to be able to combine both patches and rediscover the game.


You know we need a translator which is proficient in japanese, so we can finally start on the new story scripts and events, as well as adding potencially new enemies and areas into the game.
RedScorpion the project leader of the retranslation project.

____________________
I was a prisoner enclosed in the void, were everything might end up just as myself.
There I was called the death in the void, but after a long sleep my drill was ready to pierce the void.
I came back... to guide those who are in doubt and to crush any corrupted mind.
"Just who in the hell do you think I am?!".

zhaDe
Posted on 07-24-15 12:24 PM Link | Quote | ID: 160477


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Posted by Stifu

Sure, I understand it's not a high priority, and may not be worth the time. On a side note, it's possible the whip checkpoint mechanism is similar to the one when you press a switch, or when go through certain doors, as your team mates seem to behave the same way in these situations... Maybe you could, like, pretend the main character stepped on an invisible switch to attract your pals next to you.


The whip checkpoints and switches most likely use the "bring allies to player" event that is also used in some story scenes, I wouldnt be able to just trigger it tho as it would also bring the other ally and stop you from moving until they are done moving. I could check to see how it does it tho, that would help to make it work, but still its not a priority

Stifu
Posted on 07-24-15 01:12 PM Link | Quote | ID: 160479


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Posted by zhaDe
The whip checkpoints and switches most likely use the "bring allies to player" event that is also used in some story scenes, I wouldnt be able to just trigger it tho as it would also bring the other ally and stop you from moving until they are done moving. I could check to see how it does it tho, that would help to make it work, but still its not a priority


I thought about that, but freezing you and bringing both players to you sounds acceptable to me (considering it shouldn't happen too often), although not ideal. Kind of like a price to pay to leave your mates behind. Well, just something to keep at the back of your mind.

Nilthy
Posted on 09-16-15 03:12 PM Link | Quote | ID: 161133


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Hey, sorry. I've been kinda busy and forgot about this. Are you still working on it?
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