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Please chime in on a proposed restructuring of the ROM hacking sections.
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zhaDe
Posted on 07-18-15 02:34 PM, in Question about game mechanics (rev. 2 of 07-18-15 03:21 PM) Link | Quote | ID: 160427


Goomba
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Since: 07-18-15
From: Québec

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The hit % is the chance the attack will do damage, if it misses the enemy will do a dodging animation if it has one and receive no damage, it is calculated in a very weird way... afaik it depends on the character hit%, the power of the attack, the enemy evade% and its defense.I think the evade and hit% are both calculated from the agility. I guess the weapon hit % affects the character hit% because it doesnt seem to be read when calculating evasion/hit% so it must be applied before. If you can read asm here are the evasion/hit% routines that are used when for each hit:


[Evade/Defense handler]
C0/4FED: BDA4E1 LDA $E1A4,X [Load Evade]
C0/4FF0: 858E STA $8E [Store into TempEvade]
C0/4FF2: 4A LSR A [Divide it by 2]
C0/4FF3: 4A LSR A [Again, by 2]
C0/4FF4: 85A6 STA $A6 [Store into TempEvade/4]
C0/4FF6: BDB0E1 LDA $E1B0,X [Load stat buff flags]
C0/4FF9: 8904 BIT #$04 [Check for Speed Up(Evade)]
C0/4FFB: F009 + BEQ $5006 [Branch past evade addition if not present]
C0/4FFD: A58E LDA $8E [Load TempEvade]
C0/4FFF: 18 CLC [Clear Carry]
C0/5000: 65A6 ADC $A6 [Add TempEvade/4]
C0/5002: 858E STA $8E [Store back into TempEvade]
C0/5004: 800B ++ BRA $5011 [Branch past Tangle crap]
C0/5006: + 8908 BIT #$08 [Check for Tangle]
C0/5008: F007 ++ BEQ $5011 [Lower Evade if it's present, otherwise skip ahead]
C0/500A: A58E LDA $8E [Load TempEvade]
C0/500C: 38 SEC [Set Carry]
C0/500D: E5A6 SBC $A6 [Subtract TempEvade/4]
C0/500F: 858E STA $8E [Store back into TempEvade]
C0/5011: ++ A963 LDA #$63 [Load 99]
C0/5013: C58E CMP $8E [Compare it with TempEvade]
C0/5015: B002 + BCS $5019 [If > (also equal to?) 99, branch ahead rather than just storing it]
C0/5017: 858E STA $8E [Store it in TempDef otherwise]
C0/5019: + C220 REP #$20 [8-bit emulation mode disabled]
C0/501B: BDA5E1 LDA $E1A5,X [Load Defense]
C0/501E: 8587 STA $87 [Store into TempDef]
C0/5020: 4A LSR A [Divide it by 2]
C0/5021: 4A LSR A [Again, by 2]
C0/5022: 85AE STA $AE [Store into TempDef/4]
C0/5024: BDB0E1 LDA $E1B0,X [Load stat buff flags]
C0/5027: 890100 BIT #$0001 [Check for Defender]
C0/502A: F009 + BEQ $5035 [Branch past defense addition if not present]
C0/502C: A587 LDA $87 [Load TempDef]
C0/502E: 18 CLC [Clear Carry]
C0/502F: 65AE ADC $AE [Add TempDef/4]
C0/5031: 8587 STA $87 [Store back into TempDef]
C0/5033: 800C ++ BRA $5041 [Branch past Acid Storm crap]
C0/5035: + 890200 BIT #$0002 [Check for Acid Storm]
C0/5038: F007 ++ BEQ $5041 [Branch ahead if not present]
C0/503A: A587 LDA $87 [Load TempDef]
C0/503C: 38 SEC [Set Carry]
C0/503D: E5AE SBC $AE [Subtract TempDef/4]
C0/503F: 8587 STA $87 [Store back into TempDef]
C0/5041: ++ BD91E1 LDA $E191,X [Load Status Effects high byte]
C0/5044: 890200 BIT #$0002 [Check for Pygmized]
C0/5047: F006 + BEQ $504F [Branch ahead if it's not present]
C0/5049: A587 LDA $87 [Load TempDef]
C0/504B: 4A LSR A [Divide it by 2]
C0/504C: 4A LSR A [Again, by 2]
C0/504D: 8587 STA $87 [Store it back into TempDef]
C0/504F: + A9E703 LDA #$03E7 [Load #$03E7 (999)]
C0/5052: C587 CMP $87 [Compare 999 with TempDef]
C0/5054: B002 BCS $5058 [Branch ahead if 999 > TempDef]
C0/5056: 8587 STA $87 [Else, store 999 into TempDef]
C0/5058: E220 SEP #$20 [8-bit mode enabled]
C0/505A: 60 RTS [Exit Subroutine]

[Hit % chance handler]
C0/505B: B997E1 LDA $E197,Y [Load Hit %]
C0/505E: 858D STA $8D [Store into TempHit%]
C0/5060: B990E1 LDA $E190,Y [Load Status Effects]
C0/5063: 8904 BIT #$04 [Check for #$04 (Barreled)] {What is the point of this?}
C0/5065: F00F + BEQ $5076 [Branch ahead if it's not present]
C0/5067: A58D LDA $8D [Load TempHit%]
C0/5069: 4A LSR A [Divide by 2]
C0/506A: 4A LSR A [Again, by 2]
C0/506B: 4A LSR A [And again, by 2]
C0/506C: 4A LSR A [And yet again, by 2]
C0/506D: 85A4 STA $A4 [Store into TempHit%/8]
C0/506F: A58D LDA $8D [Load TempHit%]
C0/5071: 38 SEC [Set Carry]
C0/5072: E5A4 SBC $A4 [Subtract TempHit%/8]
C0/5074: 858D STA $8D [Store into TempHit%]
C0/5076: + 4A LSR A [Divide by 2]
C0/5077: 4A LSR A [Again, by 2]
C0/5078: 85A6 STA $A6 [Store into TempHit%/4]
C0/507A: B9B0E1 LDA $E1B0,Y [Load stat buff flags]
C0/507D: 8910 BIT #$10 [Check for #$10 (Speed Up(Hit %))]
C0/507F: F009 + BEQ $508A [Branch ahead if it's not present]
C0/5081: A58D LDA $8D [Load TempHit%]
C0/5083: 18 CLC [Clear Carry]
C0/5084: 65A6 ADC $A6 [Add TempHit%/4]
C0/5086: 858D STA $8D [Store back into TempHit%]
C0/5088: 800B ++ BRA $5095 [Branch ahead
C0/508A: + 8920 BIT #$20 [Check for #$20 (?)]
C0/508C: F007 ++ BEQ $5095 [Branch ahead if it's not present]
C0/508E: A58D LDA $8D [Load TempHit%]
C0/5090: 38 SEC [Set Carry]
C0/5091: E5A6 SBC $A6 [Subtract TempHit%/4]
C0/5093: 858D STA $8D [Store back into TempHit%]
C0/5095: + A963 LDA #$63 [Load #$63 (99)]
C0/5097: C58D CMP $8D [Compare with TempHit%]
C0/5099: B002 + BCS $509D [Branch ahead if 99% > TempHit%]
C0/509B: 858D STA $8D [Else, store 99 into TempHit%]
C0/509D: + B9EDE1 LDA $E1ED,Y [Load...Niceness in enemies. Huh]
C0/50A0: F005 + BEQ $50A7 [Branch ahead if it's 0]
C0/50A2: A58D LDA $8D [Load TempHit%]
C0/50A4: 4A LSR A [Divide it by 2]
C0/50A5: 858D STA $8D [Store it back into TempHit%]
C0/50A7: + 229C38C0 JSR $C0389C []
C0/50AB: 8F024200 STA $004202 []
C0/50AF: A58E LDA $8E
C0/50B1: 4A LSR A
C0/50B2: 8F034200 STA $004203
C0/50B6: 85A4 STA $A4
C0/50B8: EA NOP
C0/50B9: EA NOP
C0/50BA: EA NOP
C0/50BB: EA NOP
C0/50BC: AF174200 LDA $004217
C0/50C0: 18 CLC
C0/50C1: 65A4 ADC $A4
C0/50C3: 85A4 STA $A4
C0/50C5: A58D LDA $8D
C0/50C7: C5A4 CMP $A4
C0/50C9: 60 RTS


For the critical chance:
Some weapons have special effects like balooning or stats boost depending on the weapon level, I would guess that the weapon critical hit value is only on the weapons which increase your critical hit chance as a special effect.

zhaDe
Posted on 07-18-15 02:43 PM, in Secret of mana gameplay improvement hack (rev. 2 of 07-18-15 03:09 PM) Link | Quote | ID: 160428


Goomba
Level: 12

Posts: 2/23
EXP: 6244
Next: 1677

Since: 07-18-15
From: Québec

Last post: 2580 days
Last view: 2579 days
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 !

zhaDe
Posted on 07-19-15 04:02 AM, in Secret of mana gameplay improvement hack (rev. 2 of 07-19-15 04:05 AM) Link | Quote | ID: 160433


Goomba
Level: 12

Posts: 3/23
EXP: 6244
Next: 1677

Since: 07-18-15
From: Québec

Last post: 2580 days
Last view: 2579 days
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.

zhaDe
Posted on 07-19-15 03:56 PM, in Secret of mana gameplay improvement hack Link | Quote | ID: 160435


Goomba
Level: 12

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Next: 1677

Since: 07-18-15
From: Québec

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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

zhaDe
Posted on 07-19-15 04:33 PM, in Question about game mechanics Link | Quote | ID: 160436


Goomba
Level: 12

Posts: 5/23
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Next: 1677

Since: 07-18-15
From: Québec

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If you want more of this, the routines and comments I showed you was taken from this site : http://www.darkwoodinc.com/~enker/banks.php

I have no idea who did this, but its the best source of info I have found about SoM hacking.
It has the whole rom disassembly and alot of it is commented.

zhaDe
Posted on 07-19-15 04:45 PM, in What is your favorite genre of music? Link | Quote | ID: 160437


Goomba
Level: 12

Posts: 6/23
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Next: 1677

Since: 07-18-15
From: Québec

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METAL !

Also, celtic music when I want something smoother and video game music from classic games (snes mostly)

zhaDe
Posted on 07-20-15 03:25 AM, in Secret of mana gameplay improvement hack Link | Quote | ID: 160441


Goomba
Level: 12

Posts: 7/23
EXP: 6244
Next: 1677

Since: 07-18-15
From: Québec

Last post: 2580 days
Last view: 2579 days
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.

zhaDe
Posted on 07-20-15 10:54 AM, in Secret of mana gameplay improvement hack Link | Quote | ID: 160445


Goomba
Level: 12

Posts: 8/23
EXP: 6244
Next: 1677

Since: 07-18-15
From: Québec

Last post: 2580 days
Last view: 2579 days
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 ?

zhaDe
Posted on 07-21-15 05:59 AM, in Secret of mana gameplay improvement hack (rev. 3 of 07-21-15 07:08 PM) Link | Quote | ID: 160448


Goomba
Level: 12

Posts: 9/23
EXP: 6244
Next: 1677

Since: 07-18-15
From: Québec

Last post: 2580 days
Last view: 2579 days
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.

zhaDe
Posted on 07-23-15 04:04 PM, in Secret of mana gameplay improvement hack (rev. 2 of 07-23-15 04:05 PM) Link | Quote | ID: 160464


Goomba
Level: 12

Posts: 10/23
EXP: 6244
Next: 1677

Since: 07-18-15
From: Québec

Last post: 2580 days
Last view: 2579 days
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.

zhaDe
Posted on 07-24-15 09:38 AM, in SoM Retranslation and Expansion (translator needed) (rev. 2 of 07-24-15 12:22 PM) Link | Quote | ID: 160475


Goomba
Level: 12

Posts: 11/23
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Next: 1677

Since: 07-18-15
From: Québec

Last post: 2580 days
Last view: 2579 days
Do you plan to give the boy magic powers ? As you probably know there is an unused spell-casting animation for the boy still in the game. While messing with the spell casting I found out that the boy uses this animation and cast spells without any problem if you give him spells and some MP so I guess it was removed late in the developement.
Here a video of this
I used my "SoM gameplay improvement hack" in the video because it was easier to trigger the boy to cast but basically if the boy had a spell menu with some spells the game would support it without any problems.

I also recently noticed that on the overworld map there are alot of shores close to places that are visitable, I guess they had planned to have a kind of boat (or a turtle like in seiken densetsu 3) but cut it later.
SoM World Map

- There is a shore north-east of matango close to the mountains, my guess is that at the end of the cave where you meet flammie you would have met a turtle that would carry you on the sea or get a boat or something. So instead of having to back-track to the canon in upperland to get to kakkara desert or the ice country you would obtain and ride the turtle/boat right after the cave. There is an unused item gfx that has a round shape maybe it was what was used on the shore to call the turtle ? like the flute in seiken densetsu 3 ?

- The ice country is surounded by shore but there seems to have some icebergs that would block you from acessing it by boat everywhere, but on the south patch of green land there is a bit less, maybe it was also added later. I guess that is where you would have landed. It seems to be just south of the canon travel. The ice country area that leads to santa's and to the canon has an unused (well at least useless) bottom path, the same goes for the area on the left of this area. It could only be because they reused the same map 3 times tho...:Ice country area. Maybe they reused the same area (with minor changes) three times because they had to change the ice country maps late in the development so they rushed it. I always hated the ice country because of that, I tend to get lost because every area look the same. I don't think any other area reuse the same area like that aside from some in which it makes sense to do so like the desert or the lumina palace which is shaped like a tower.

- The desert could have been landed from anywhere I guess as it all looks like shore anyway.

- On the gold city island there seems to be a little area where there would be some fighting on the way from the shore to the city, maybe thats why there is a weird unused area where you can go on the bottom-left of gold-city, maybe it was where the entrance was. The trees on the left side of the city (on the world map) are a little bit further compared to the right as if there would be a path. I guess tou would have been able to go there as soon as you have the turtle/boat but you would not be able to get the palace key and the items sold there would cost you all your money.

Here is where it slips even more into the speculation territory...

- There is a shore in the botom of the lofty mountains area (south-west on the map), I guess there would have been something there blocking your path until you finish the fire temple. The area in the mountains is very small, only 2 areas, I guess there would have been other areas leading to the crossroad to the village, the shade palace and the sage's place. On the world map there is 2 palaces but the shade palace is in a cave so it should not be visible from the air, I guess the cave was suposed to be part of the way you climb up there and not a part of the shade palace. Its a bit odd how the temple swtich between temple-themed rooms and caves maybe they mixed-up the cave with the temple. I think the enemies are not the same when in the cave rooms.

-Also in the same area : Watts in the village in this area says : "Whew! That's some climb huh !?" and another character in town says something like "I was impressed until you said you FLEW here" maybe she was suposed to say she was impressed you climbed all the way up there but it was changed later ? The ancient temple north of the village is useless too it must have had some use planned. The unused character in a white cloak is also bald, he so might have been the leader of the monks and live in the ancient temple ? On the cutting room floor the page on SoM says that the guy in white cloak's gfx is between fahna and shex so he must have been another guy working for the emperor, but to me he looks like a good guy compared to the other vilains, a kind of monk or priest or something.

- There is a little island west of the moutain area (south-west) where there is a shore. with a little moutain. My guess is that you would go to the temple north of the mountain village using the turtle/boat after completing the ice and fire palaces (The shade palace and the sage's place would not be acessible at this point). The guy in white cloak would tell you that the sage who lives on the top of the mountain will refuse to meat you until you prove you are the true mana knight or something and that to do so you need to go to the small island to the west. On that small island there would be a cave in which you would fight a boss and then meet flammie who would take you back to the temple and the guy in white cloak would tell you that you need to go to southtown to help the rebellion or something... And to go up on the roof of the temple and that flammie will take you there. You would still not be able to control flammie at this point. At the end of the part where the emperor castle is collapsing the guy in white cloak would appear instead of truffle and give you the drums to call flammie.

After that I guess everything would be pretty much the same, you would use flammie to go see the sage but he will tell you to go to many places before you finally meet him, and then you would go to the sunken continent and then pureland and finally the mana fortress.





zhaDe
Posted on 07-24-15 12:24 PM, in Secret of mana gameplay improvement hack Link | Quote | ID: 160477


Goomba
Level: 12

Posts: 12/23
EXP: 6244
Next: 1677

Since: 07-18-15
From: Québec

Last post: 2580 days
Last view: 2579 days
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

zhaDe
Posted on 07-24-15 12:38 PM, in SoM Retranslation and Expansion (translator needed) Link | Quote | ID: 160478


Goomba
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Since: 07-18-15
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Posted by Stifu
Wouldn't it be better or more flexible to split the project in 2, retranslation and restored / bonus stuff? Then you could let people combine both patches, as well as possibly combine just the retranslation with other patches. I don't think it'd be much more work, but I could be wrong.


I think this could be a good idea and you would be able to start working on restoring stuff even without a translator
Btw, about restoring stuff, I don't think there is enough information available to make it as it was planned so do you plan on adding only stuff that is known to be missing or go into more speculative areas like I did in my previous post ? Personally I would like to have as much new areas as possible even if it was not as it was planned.

zhaDe
Posted on 09-03-15 08:53 AM, in Copy Tile sheets Link | Quote | ID: 161005


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someEdit is a work-in-progress alot of things dont work right now, I dont know about this in particular but if you tried and it didnt work, I guess its not implemented yet. Maybe you could try making screen captures of the tile sheet ?

zhaDe
Posted on 09-08-15 08:30 AM, in SoM Retranslation and Expansion (translator needed) Link | Quote | ID: 161058


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Wow the boss looks pretty nice ! good job !
Will the head be reachable only with ranged weapons ?

About the mouth summoning monsters: It might be hard to make it work because the game has a maximum of 3 enemies at all time, the NPCs use the same ram space as the enemies tho and there can be more than 3 at a time so hopefully the 3 enemy limit is just because the game doesnt spawn another enemy when there is already 3 and adding another one will work. I think I will try to make the game spawn a 4th enemy, im kinda curious about how it will handle it. I managed to make a NPC try to attack the players (it didnt work because he had no attacks but he walked towards the players and steped back when he was close to dodge attacks like if he was an enemy) I guess the limit is because they want the game to run at 60fps but since your boss parts wont each have seperate sprites it might handle it.

Do you know how to insert it in the game ? I know the bosses use some kind of compression for the graphics, I think there is information on it on snes-dev. Then there is the boss sprite construction thingy, moppy managed to show most of the bosses correctly in somedit so there might be information for it somewhere too. The AI scripts are also kind of weird to work with, I dont really understand it to be honest... I know Regrs from romhacking.net forums has messed alot with bosses and their AI so he might be able to help you a bit if you need it.

Im looking worward to beat the crap out of this boss !

zhaDe
Posted on 09-19-15 08:48 AM, in Secret of mana gameplay improvement hack Link | Quote | ID: 161157


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Yes, im still wokring on it, I dont have as much time as when I first started working on it but im going to continue to work on it until im satisfied with it, I still have alot of stuff I want to add. The latest version of the beta is V0.8

I dont remember all I changed since v0.5 (I really should keep a list of changes for each version..) but here is the main changes I can remember:

I guess there was no difficulty settings by then, you can now choose from easy, normal (tho its not implemented yet) or hard. Its all on the same patch, you choose the difficulty when you start a new game. On hard enemies attack faster, you take more damage from physical and magical attacks, bosses have twice as much HP and the magic cooldown is a bit longer.

Weapons which are effective against a certain enemy type now work, in the regular game it didnt do anything, now theres a damage increase if you attack the right enemy type. Same goes for magic sabers, hitting a fire weak enemy with a flame saber now results in more damage but hitting a fire resistant enemy will deal less damage. It now makes sense that the boss in the ice palace cast ice saber on your characters as you wll deal 50% damage on him .

I also made it so players can be farther appart, normally you get stuck on an invisible wall if you are too far from the other player controlled characters but now you can walk all the way to the edge of the screen. I also fixed some bugs related to the AI characters teleporting back to the player when they shouldn't like in the moon palace and shadow palace.

The bow now shoots a bit more straight but a bit less far, it also has a 100% chance to hit.

Changing is faster depending on your current weapon level. You charge twice as fast for the charges that are half of your current weapon level, 1.5x for the other half and 1x (normal speed) for your final charge. For example if your weapon is level 6 you will charge your first 3 bars at twice the normal speed then level 4 and 5 at 150% the normal speed and the level 6 bar will fill at normal speed. Also you can not get hit anymore while performing a charge attack (you can still get hit when charging tho). You can also "lock" a charge as you are charging. For example if you have the sword level 8 and you want to use the level 6 attack because there is a couple of enemies that you want to hit all at once you can press A after your 6th bar is filled to make it stop charging further so you have all the time you want to position yourself at the right spot before unleashing your attack.

You can't get hit anymore while recovering from a hit to prevent getting hit repeatedly when stuck in a tight spot.

Im not sure if this was in version v0.5 but the MP for each character is shown on screen at all time.

Also, various bug fixes.


The latest version has a bug during some events where the camera will not move or move in the wrong direction, for example when the boy gets punched by Elliot in potos village the camera moves away as if it was censored it should not be game breaking and I already fixed it for the next version but I have some in-progress stuff that I need to finish before I can post a new version. The next version will also have faster shopping, you will only need to press the button once to buy an item instead of pressing to select the item, confirm, and pressing again when the salesman says "thanks", it also works when selling, it makes shopping way faster.

You should check the thread on romhacking.net forums, I post updates and weird stuff I dig out from the game there on a regular basis

zhaDe
Posted on 09-24-15 09:01 PM, in Secret of mana gameplay improvement hack Link | Quote | ID: 161202


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Posted by Otrebla2
how do i patch it? i mean... i have a clean ROM in english without a header. when i apply the patch and set Randy's name i get a weird pallette/graphics (noise) and i cant play it


If you apply the patch to an english (US) rom without a header, it should work fine, maybe you used the PAL english version ? My clean rom has a CRC32 of D0176B24, its named "Secret of Mana (U) [!].smc". Try downloading a new clean rom and patch it with the tool provided with the patch without removing the header first, the tool will ask when patching if the rom should have a header, choose no and it will remove it (if it has one).

It could also be caused by the emulator, I only tested it using snes9x and zsnes so it could be incompatible other emulators.

zhaDe
Posted on 09-25-15 03:28 AM, in Secret of mana gameplay improvement hack Link | Quote | ID: 161205


Goomba
Level: 12

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Since: 07-18-15
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yea its a bug in v0.8, fixed it in V0.9
It should not break the game for the potos village events, but later when watts opens a shortcut in the dwarf village, someone said its impossible to continue. I suggest you update to 0.9, you should be able to load a your saved game or a save state without any problem.

Shopping is faster in V0.9 too, buying and selling only require 1 push of the button, I always found it was too time consuming.

zhaDe
Posted on 10-06-15 09:05 AM, in Secret of mana gameplay improvement hack Link | Quote | ID: 161372


Goomba
Level: 12

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Since: 07-18-15
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new version : V0.10

Changes:
- sound when changing target
- sound when can't cast (not enough MP, recharging, hotkey not bound etc..)
- a sound is played when a character can cast again
- a sound is played when binding a spell to a button
- multi targeting
- target cursor appears under the target instead of under the target's shadow
- new magic targeting controls:
left for enemies, right for allies, up for all enemies, down for all allies
- No exp is gained when killing allies


@Otrebla2
The game uses the same routine for both animations. It should be possible to make it longer if you receive alot of damage relative to your max HP, but I prefer that you always get up fast personally.

zhaDe
Posted on 10-06-15 09:14 AM, in More Mana extra content Link | Quote | ID: 161373


Goomba
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Since: 07-18-15
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too long didnt read I might read it later tho

to post links use : [ url= "link" ] "link's label" [ /url ] without spaces in the "[]"
so [ url=https://drive.google.com/file/d/0B6DbEE1-PSyZTURyaHRDTVg1MUo0N3prem1iTGJSZ3JnLTRJ/view?usp=sharing ] Dyluck's story [ /url ]
will apear as Dyluck's story
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