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Romhacking => Personal Projects => Topic started by: Queue on January 31, 2019, 06:45:12 pm

Title: Secret of Mana, Turbo - Beta 190513
Post by: Queue on January 31, 2019, 06:45:12 pm
Edit:
Public test release is available (updated as of 2019-05-13):
https://ufile.io/fwiw1x3w (https://ufile.io/fwiw1x3w)

Comprehensive info in this post has not yet been updated. Just getting the link available, will beef up documentation in a bit.



(https://i.imgur.com/fpQqeIR.png)(not a mock-up)

Mostly complete, but have not yet decided on release format; will elaborate in a bit.

The primary gameplay change for which it's titled "Turbo" is the complete removal of the game's stamina system for attacks (and running).

Core "Turbo" Features:
- Removes stamina (attacking / running / blocking)
- Streamlines weapon charging UI
- Removes weapon charging klaxon
- Stairs don't prevent running (but still slow you)

This patch is built on top of zhaDe's New Gameplay Improvement (https://www.romhacking.net/forum/index.php?topic=20093.msg361754#msg361754) and is currently piggy-backing on zhaDe's ZPS patch format (and patcher). It also includes any dependency patches (FuSoYa's VWF Edition, vivify93's Proper-caser, etc., the list is pretty long) within the ZPS file. Which is why this patch release is still in an indeterminate state; I'm not sure about this community's stance on permission getting for redistribution vs. simply giving proper credit. At the very least I want to hear from zhaDe because this mod relies on changing some of his work (while other dependencies are effectively as-is).



Secondary Features:
- Adds MSU-1 v2 support to ZSNES v1.51 Win (official build only).
- Adds the unused Ruby Armet to a shop.
- Restore prettier Japanese title screen image.
- Filter title screen image chunks to reduce blockiness.
- Simulate shimmering light on title screen image.
- Remove TM symbol from logos and trim legalese from end of intro text.
- Option to use the more minimal Japanese legalese.
- Preliminary FastROM enabling.
- Bug Fixes (listed below).

Changes to zhaDe's New Gameplay Improvement (V0.18):
- Organized the patch selection menu
- Glove weapon has guaranteed enemy knockdown (was Axe)
- Whip has negative knockback (pulls enemies towards you)
- Boomerang moving attack executes quicker
- Added sound to Axe thrust
- Changed sound of Sword thrust
- Added diagonal thrusts to Sword
- Hold 'A' while charging to pause charging gauge
- Block button changed to 'R' and stamina use removed
- Damage and healing numbers disappear faster (split to its own option)
- Magic Recharge times greatly reduced, but still present to prevent spamming
- Magic Recharge made configurable in the patcher (Advanced Options)
- Changing direction while running requires gradual turns (no instant 180s)
- Added sound when selecting secondary weapon
- QuickSpell primary hotkey changed to 'L'
- QuickSpell use doesn't require direction holding
- QuickSpell use finalizes on 'B' press instead of release
- Can reset QuickSpell menu with 'X'/'Y'
- Can still strafe while charging using 'L'
- MP display only shows after obtaining Undine
- Split ally and enemy AI changes into multiple options
- Split spell tweaks into multiple options

Bug Fixes:
- Fixes various whip post issues that get you stuck.
- Fixes having Spike Knuckle equipped when Mana Magic fades when originally equipped with sword 9 and being double unequipped when the spell's second half fades.
- Shifts boss rooms right to prevent invisible bosses when at the left edge of the room.
- Cleans up messy tile graphics in out-of-bounds areas (primarily helps when using [Scroll_Hack]).
- Fixes water flow direction in Temple fountains.
- Fixes for obscure permanent character loss (often related to being Frostied?).
- Prevent the ring menu from opening offscreen to avoid a hang.
- Fixes the truncated 'Weapon Skil' label on the Weapon / Magic Skill screen.
- Fixes a Mode 7 rendering issue near the world corners (especially visible near the volcano).
- Changes gogogogogogogogogogogogo... into ..... when talking to Elman before naming the girl.
- Disables the Magic Rope in the Pandora Castle Barracks (which normally gets you stuck).
- Fixes the 'sticky' trap on the right cliff outside the Wind Temple.
- Fixes a save data glitch by having the landing spot in Northwest Ice Country put you outside of Neko's clearing.

Patches currently included in the ZPS:
- New Gameplay Improvement (V0.18) by zhaDe
- VWF Edition (v1.00) by FuSoYa
- Proper-caser (v0.1a) by vivify93
- Relocalized (v1.7) by Timbo
- MSU-1 (v1.0) by DarkShock
- Item Limit Increase (v1.0.0) by Masterflow
- No HP Restored At Level Up (v1.0) by Kethinov
- Level 9 Weapons Progression Balance (v1.1) by Kethinov
- Early Luna (v1.1) by Kethinov
- Restore Unused Fanfares (v1.1) by Kethinov
- No Music (v1.0) by Kethinov
- Better Default Text Boxes (v1.0) by Kethinov
- Earlier Midge Mallet (v1.0) by Kethinov
- Later Midge Mallet (v1.0) by Kethinov
- Faster Weapon Grinding (v1.0) by Kethinov
- Faster or Slower Spell Grinding (v1.0) by Kethinov
- Neko and Watts in the Mana Fortress (v1.1) by Kethinov
- Magical Herb (v1.1) by Kethinov
- Faerie Coconut (v1.1) by Kethinov
- Faerie Coconut Replacement Graphics (v1.0) by Kethinov, ThanatosZero, and Timbo
- Scroll Hack (v1.0) by Binarynova
- VC without PCM (v1.05) by DarkAkuma
- SNESCE Mempatch (v0.0) by rhester72
- Skill Screen Spaces (v0.0) by Justin3009
- Full Percentage Damage (v0.0) by Mop
- Hittable Vampires (v0.0) by Mop
- Overcharge Fix (v0.0) by Mop
- Weapon Affinity Damage (v0.0) by Mop
- Seven Items Max (v0.0) by Mop
- Super Change Form Boss Crash Fix (v0.0) by Regrs
- Luna And Dryad Weaknesses (v0.0) by Regrs
- Functional Armor Wisdom Stat (v0.0) by Regrs
- Restore Aegagropilon Devour Attack (v0.0) by Regrs

The reason for including so many, apart from convenience, is to resolve conflicts (or in some cases, bugs) between patches. The VC and SNESCE patches are mainly available for conflict testing for Canoe support. In the case of Skill Screen Spaces, I was implementing the same but having two different patches that do the same thing floating around seemed like a bad idea (that's the case for some of the other included patches as well, or there is really only one sane way to implement something and I'm giving credit for prior art when I find it, even if my recreation was coincidence).



And now a story (that basically explains why I made "Turbo Mode"):

In the Summer of 1994 I bought Secret of Mana... then the next day I went on vacation for two weeks, leaving my Super Nintendo and expensive (SquareSoft tax, wtf) new game at home. I took the game's manual along with me and read it cover to cover a few times. Needless to say, I was excited. I finally sat down and played through it and loved it.

Then time passed.

In the late '00s I was replaying some old favorites and got to Secret of Mana and... well, hated the gameplay. Why did I need to flee and cower between sword swings? Why did less than 100% attacks do jack for damage? So in 2011 I figured I could fix things. I removed stamina usage from attacks and running and streamlined the stamina UI area. I combined it with the Hard Mode Hack by Masterflow (which itself included FuSoYa's VWF Edition), generated an IPS, and gave it to a buddy as a birthday present. I also had fun playing it.

Then time passed.

My buddy (not the same one as in 2011) got a Super Nintendo Classic Edition for Christmas (2018). He started up Secret of Mana, and within minutes his wife was asking why anyone could possibly stand playing the game with the combat as it was. After relaying this to me, I remembered my project from nearly 8 years prior and suggested I might have a solution. I had about 2 weeks before we'd have a full day we could spend modifying his SNESCE (and playing), so aside from reading up on what would be needed to properly change Secret of Mana on the SNESCE (spoiler: we added it as a separate game rather than changing what was there), I figured I'd spit-shine my hack. I came across zhaDe's New Gameplay Improvement and quickly realized it'd provide most of the spit-shine I was looking for. After dealing with a speedbump in zhaDe's patch that made Canoe overturn and sink, everything went great.

Then I decided maybe I should share this with the world at large. RHDN has given me lots of fun over the years, so I figured it'd be good to give back. But applying 8 or so IPS patches as a prerequisite, adding and removing an SMC header depending on the IPS, and getting everything correct was, uh, not a great user experience. So, I ported all the dependencies from IPS to ZPS so it could all be in one patch file, with a pleasant check-box-driven selection menu.



Here are a couple other title screen images (baseline and subtly animated). I'll figure out what else is screenshot-worthy later. Probably.

(https://i.imgur.com/1vk9dYE.png)(https://i.imgur.com/qLd0VHA.gif)
(https://i.imgur.com/vrw0fA4.gif)

I'm still working on more vanilla game bug fixes. Weapon overcharging, item trashcan abuse, item selling abuse and charge level 5 Whip are on my radar, but I'd really appreciate posts mentioning other vanilla bugs that I might not be aware of. I don't intend to fix any sequence breaks (unless they also cause data corruption), but things that get you stuck, corrupt data, or just are sloppiness (like stray pixels in art) I'm interested in.

Queue
Title: Re: Secret of Mana, Turbo
Post by: vivify93 on January 31, 2019, 11:59:32 pm
Hot damn, this looks like the ultimate Secret of Mana mod.  :o Great work! And you have my approval to use my mod.  :thumbsup:
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 01, 2019, 02:28:10 am
I'm delighted to hear from you. Thank you so much for the encouragement and permission. =)



Me getting pretty beat up during testing:
(https://i.imgur.com/Cy2b1bW.png)(https://i.imgur.com/xOCf8fK.png)

The fight's incomplete though; currently I haven't gotten his legs turning into a drill correctly. Thankfully Hiei-'s patch has the fight functioning so it's serving as a reference to cross-check against. The ultimate result may just be to use his implementation, but even detangling that from the rest of his patch looks to be non-trivial. The upshot to zhaDe's ZPS format though, is once I have everything isolated, it'll be available information by just viewing the code specific to restoring Chainsaw Kettle Kin, rather than obscure bytes among a monolithic IPS.

The picture also serves to show off the minimalist UI. It's nothing spectacular, but gets a useless empty border out of the way. I'm open to suggestions regarding the mana display positioning.
Title: Re: Secret of Mana, Turbo
Post by: darthvaderx on February 01, 2019, 06:24:00 am
-Better Default Text Boxes (1.0) by Kethinov is very good too.

My combo:

1-MSU-1 (v1.0) by DarkShock
2-Scroll Hack (v1.0) by Binarynova (Add Header)
3-Proper-caser (v0.1a) by vivify93 (Remove Header)
4-Variable Width Font Edition (v1.0) by FuSoYa (Add Header)
5-Drop Table Balance (v1.0) by Kethinov
6-Item Limit Increase (v1.0.0) by Masterflow (Remove Header)
7-Restore Unused Fanfares (v1.0) by Kethinov
8-Level 9 Weapons Progression Balance (v1.2) by Kethinov
9-Better Default Text Boxes (1.0) by Kethinov

I'm considering this hack as well, but only after it gets fully done.

10-Relocalized (vFinal) by Timbo
Title: Re: Secret of Mana, Turbo
Post by: acediez on February 01, 2019, 07:19:00 am
Looking forward to trying this hack! The things you describe sound like what I expected SoM to be when I first played it: a more straightforward and fast paced action RPG, more similar to Illusion of Gaia. Removing all the waiting inherit to the combat system sounds like a great idea
Title: Re: Secret of Mana, Turbo
Post by: Timbo on February 01, 2019, 10:50:33 am
Well this just about changes everything.
Title: Re: Secret of Mana, Turbo
Post by: Gi Nattak on February 01, 2019, 01:35:21 pm
This is very cool, as is the other included patches and zhaDe's mod of course, but I must ask: wouldn't this make the game that much easier, not having to take into account re-charging up the weapon for max damage each time? I never found it as a nuisance really as it made sense as a sort of ATB bar and gives the battles a bit of strategic merit - swinging weapon around over and over takes energy lol. Running taking stamina does kinda suck, but not as much as running in a straight line lol.. But yeah I find attacking without charging back up useful as well, to keep the enemy stun-locked or just if I wasn't able to charge back up fully. I guess what I'm saying is the stamina/atb charging is an essential structure to the battle system and removing it would basically render stamina useless? Does the stamina stat even dictate how fast the character recharges up to 100% anyway, I've never thought much about character stats in SoM.

I'm not too sure what these two features are also, if anyone could please enlighten me:
- Streamlines weapon charging UI
- Removes weapon charging klaxon
Title: Re: Secret of Mana, Turbo
Post by: Timbo on February 01, 2019, 01:43:53 pm
This is very cool, as is the other included patches and zhaDe's mod of course, but I must ask: wouldn't this make the game that much easier, not having to take into account re-charging up the weapon for max damage each time? I never found it as a nuisance really as it made sense as a sort of ATB bar and gives the battles a bit of strategic merit - swinging weapon around over and over takes energy lol. Running taking stamina does kinda suck, but not as much as running in a straight line lol.. But yeah I find attacking without charging back up useful as well, to keep the enemy stun-locked or just if I wasn't able to charge back up fully. I guess what I'm saying is the stamina/atb charging is an essential structure to the battle system and removing it would basically render stamina useless? Does the stamina stat even dictate how fast the character recharges up to 100% anyway, I've never thought much about character stats in SoM.

I'm not too sure what these two features are also, if anyone could please enlighten me:
- Streamlines weapon charging UI
- Removes weapon charging klaxon

I would like to mirror Gi Nattak's questions. I've seen the screenshots and I've got to say, I kind of miss the little weapon charging HUD. What would be neat is if the code could make it appear for player controlled characters only. Could we maybe get a video so we can see it in action?
Title: Re: Secret of Mana, Turbo
Post by: chillyfeez on February 01, 2019, 03:14:39 pm
I think difficulty could be fixed by increasing enemy defense, or HP, or both. On the whole it'd end up just making the game more fast-paced, which seems like a good thing to me.
Title: Re: Secret of Mana, Turbo
Post by: Timbo on February 01, 2019, 03:25:59 pm
-Better Default Text Boxes (1.0) by Kethinov is very good too.

My combo:

1-MSU-1 (v1.0) by DarkShock
2-Scroll Hack (v1.0) by Binarynova (Add Header)
3-Proper-caser (v0.1a) by vivify93 (Remove Header)
4-Variable Width Font Edition (v1.0) by FuSoYa (Add Header)
5-Drop Table Balance (v1.0) by Kethinov
6-Item Limit Increase (v1.0.0) by Masterflow (Remove Header)
7-Restore Unused Fanfares (v1.0) by Kethinov
8-Level 9 Weapons Progression Balance (v1.2) by Kethinov
9-Better Default Text Boxes (1.0) by Kethinov

I'm considering this hack as well, but only after it gets fully done.

10-Relocalized (vFinal) by Timbo

Oh, this was going to be final as of last night when they approved 1.3...

I suspect the reason Queue hasn't included Relocalized in his list of hacks is because of the changes to the title crawl sequence which includes big compressed blocks of code for the palette, the script, the tiles, the background, and code for loading that background.

I was "assisting" Mziab on this very task yesterday when I decided that I would save the background and text changes for the HDemake project we're working on instead.

I can and probably will do an update that doesn't touch the intro at all in order to ensure maximum compatibility.
Title: Re: Secret of Mana, Turbo
Post by: IcePenguin on February 01, 2019, 09:44:03 pm
Wow, I'm super excited for this.  I could relate a lot to your story, and how your gameplay tastes changed over the years.  Hope all goes well with your project!   Also, I'm gonna show this to my friend (he isn't into modding), since SoM is one of his favorite games. 

- Stairs don't prevent running (but still slow you)

This change is the best!  I always hated going on the stairs in SoM.  :P
Title: Re: Secret of Mana, Turbo
Post by: KingMike on February 01, 2019, 09:46:32 pm
Don't run on stairs, you could trip and hurt yourself. :D
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 02, 2019, 06:41:33 am
Geez, I'm sort've overwhelmed by the positive response to this. Let's see...



Gi Nattak:
Yes, this definitely makes combat easier without additional balance tweaks; it plays much more like an old Zelda game where you can just go nuts slashing on one enemy to keep them locked down, though that won't stop other enemies from smacking you in the back. And no, I don't especially care that it makes combat easier; fundamentally, the game is already fairly easy, but it's also tedious and really cheese-able. Turbo Mode resolves the tedium, and zhaDe's spell cooldown resolves the magic cheese. Probably the most straightforward way to balance things would be to reduce all weapon attack values (rather than changing every enemy) but currently that's not in my plans. I expect once I've cross-checked everything, this would be compatible with the Hard Mode hack if you just want longer fights (back in 2011 I played the simpler version combined with Hard Mode and it was pretty good up until Pure Land).

I have no clue what the stamina stat does, or like, any stat really. I hadn't even thought about it until you asked.

Streamlines weapon charging UI = Makes most of it invisible until you actually start charging a weapon.

Removes weapon charging klaxon = Gets rid of the weird alarm sound effect that loops while charging up. There's still a mild "tick" sound for each charge level.



Timbo:
The invisible HUD is 99% just an art change, and it can be split into a toggleable option via the way zhaDe's ZPS patch format works. It would be possible to change HUD visibility based on whether a given character is player controlled, but that would surely be not insignificant work.

I'm not really set up for recording video.

I haven't included Relocalized yet primarily because it's still in progress (that was my perception anyway) and it's fairly substantial. Oh, and after looking at your thread, it seemed like some of the junk I was working on (title screen, Kettle Kin) would be stuff you'd want to use, so I was partially working on getting my stuff usable in yours instead of the other way around, but I'm not averse to the other direction or both.

For reference, FuSoYa's VWF Edition comprises over half the raw bytes of the entire ZPS file currently and is effectively just a massive blob of raw data taken straight from the IPS (and that's assuming it stays in; I haven't had a chance to start reaching out for permission for things, and this one especially concerns me), but it's almost all neatly contained in one large block; its patches to vanilla code are fairly few, just hooks to call to code residing in said large block.

Relocalized is somewhere in the same (IPS file) size range and I haven't committed to analyzing it yet.

Proper-caser seems to be just pure data so was cake to get imported and doesn't seem to conflict with anything.

The MSU-1 patch touches some important stuff (like the NMI handler). I noticed writes in bank 7F RAM where they didn't make sense while working on the title screen stuff. I tracked the writes to the MSU-1 patch, so I disassembled the entire thing to figure out why, and found 4 potential bugs that I patch on top of. It was generally using long addresses, but was using STZ and CPX while assuming a data bank of 7E which wasn't true during the title screen (at the very least). This took up a full day's SoM hacking fun time and it's not especially big.

Kethinov's stuff tends to be only a handful of bytes changed per patch so I can get it chopped up, imported and verified for compatibility in just a few minutes. I just haven't gotten to all of their stuff yet.

So please don't take Relocalized's omission as a slight, it's definitely on my radar.



IcePenguin:
I'm especially happy about the stair running: in 2011 I couldn't figure out how to change that so it was objective number one when I got back into this.
Title: Re: Secret of Mana, Turbo
Post by: IcePenguin on February 02, 2019, 09:30:39 am
I'm especially happy about the stair running: in 2011 I couldn't figure out how to change that so it was objective number one when I got back into this.

Truly, an excellent change!  I never imagined that someone would actually fix this, ha ha.  As I was reading your original post, I cheered when I read that part.   :laugh:
Title: Re: Secret of Mana, Turbo
Post by: teahouser on February 02, 2019, 02:19:09 pm
Really nice to finally seeing what SoM's title screen should have looked like from the beginning! Really excited to play this project, I'll be glad to test it on Canoe once its released.
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 02, 2019, 06:15:46 pm
Here's an example shot of zhaDe's patcher showing the description formatting as I currently have it:
(https://i.imgur.com/YBnA5js.png)

And I didn't have enough time when I last sat down to continue work on Kettle Kin, so I played with some art assets by redoing the weapon charge numeral graphics. I crammed in a full-size forward slash and 5x5 versions of the 6x6 health numerals.
(https://i.imgur.com/yjP1w2T.png)
I tried a couple other styles but I think this one looked nicest. If it's not clear what I'm talking about, it's the little 4/6 beside the boy's weapon charge bar. Compare with the vanilla numeral art in the Kettle Kin screenshots.
Title: Re: Secret of Mana, Turbo
Post by: KingMike on February 02, 2019, 09:51:25 pm
Does VWF apply to the menu screens as well?
I already thought the original translation menu font (which is the regular font displayed in high resolution) was far too small.
I think VWF in that same font would be the same as the "tiny fonts on SD" complaint people have about modern games.
Title: Re: Secret of Mana, Turbo
Post by: Uberdubie on February 04, 2019, 01:24:00 am
Everything here sounds near-perfect if it's half-way as good as it sounds.  Although there's one thing I've always wanted in SoM and haven't seen it in a romhack yet.  Rather than stupidly being forced to get hit by some specific attacks, being able to skillfully dodge certain attacks.  The best example I can think to use here is the mantis boss/tutorial right at the start of the game.  He attacks you with an unnamed claw attack that sends a 'sonicboom-like' projectile that is nearly-impossible to evade by skill -- it'll hit you even if the graphic comes nowhere near your character.  Since I haven't played the manual block/dodge hack yet, perhaps this problem gets addressed there to some extent.

Very much like you Queue, I got a SNES Classic for Christmas 2018 and decided to introduce this incredible game from my childhood to my wife (who also loved her SNES as a kid, but never got into RPGs like me at that time).  Overall she was really enjoying herself, until coming to this first boss and being attacked by this claw projectile multiple times.  "...what?  That's bullsh**!  Why am I still being hit by that when I obviously evaded it?"  I didn't have an answer for her, and found myself equally annoyed -- then remembered how I always found this part of SoM's combat a bit lazy.  Basic magic attacks are one thing, but it would be an massive game-improvement if many attacks like these were dodgeable.  Not sure if it's possible, but considering how ambitious this project sounds, maybe it is.

I'll gladly hold-off our playthrough until there you choose this project is ready for release -- looking forward to this immensely!

Title: Re: Secret of Mana, Turbo
Post by: mziab on February 04, 2019, 11:21:02 am
Does VWF apply to the menu screens as well?
I already thought the original translation menu font (which is the regular font displayed in high resolution) was far too small.
I think VWF in that same font would be the same as the "tiny fonts on SD" complaint people have about modern games.

FuSoYa's patch, which is used here, only implements a dialogue VWF. And the font used for that is the good old Chicago, so there should be no problems with readability :)
Title: Re: Secret of Mana, Turbo
Post by: OMorty on February 04, 2019, 04:06:50 pm
Queue, thank you so much for streamlining the Secret of Mana patching process! That, combined with your new bug fixes and gameplay tweaks, should make for the best version of Secret of Mana to date!

Any plans to add the Earlier Midge Mallet patch to the Turbo patcher? If not, no biggie!

As an aside, part of me would also get a good chuckle out of having the "Turbo" from the Street Fighter II Turbo logo slapped onto the Secret of Mana logo. I'm sure adding that would be more trouble than it's worth, though. :P
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 04, 2019, 10:36:04 pm
Uberdubie:
Good news! The Manual Blocking from zhaDe's Gameplay Improvement (which is inherently part of Turbo) works great against most of the BS boss attacks, and the Mantis sonicboom is among those blockable. It works against any attacks that specifically aren't spells, so as long as you block, you're safe. However, nothing will protect you from spells (except magic that protects you from spells).

The blocking is sorta too good at the moment, but you also can't attack (or do anything else) while blocking, so I'm not really concerned. Probably the most unfair gimmick is you can hold block after an enemy eats you and it will protect you from the damage you take when spit out. Not totally sure I want to change that because the attacks are definitely in the BS category but that's not set in stone.



OMorty:
Yeah, I plan to add all of Kethinov's stuff, though I still need to get in contact with them to check their opinion on doing so.

The logo accent has been on my mind since I chose the name, but editing the logo is a huge pain in the butt, especially if I do it how I want to (the "Turbo" word wouldn't show until later in the intro after the letterbox has opened wide). I played with doing it in black so it'd be hidden by the letterbox due to matching color, but it looked crummy. The palette has good shades of red though so it's within the realm of possible, just low priority since it's a lot of work for a trivial reward.



Here's what I've done since my last post:
- Improved FastROM implementation (this has the strongest effect on ZSNES, so bummer if you don't like ZSNES; speed improvements on more accurate emulators are less pronounced)
- Fixed Rain of Arrows in locations where it didn't work
- Fixed CPU-controlled ally's charge bar sometimes not disappearing
- Slightly increased bow range over zhaDe's already slight increase
- Fixed the character permadeath bug, probably (I don't know how to reliably reproduce it)
- Implemented a fix so that wisdom stat on armor works (pretty sure Regrs was the first person to specify this fix)
- Implemented a variation of Mop's Weapon Affinity damage fix (so that weapons that say they're strong against X actually are); +25% damage
- Split Faster CPU Ally decision making off from zhaDe's Better CPU Ally AI
- Implemented a fix related to a Mana Tree cutscene when using [CPUs_Dont_Block_Screen] and / or [Walk_To_Edges_Of_Screen] (thanks to Mop and Timbo)
- Implemented a variation of Mop's weapon Overcharge fix
- Implemented Mop's Hittable Vampires patch (that lets a vampire be attacked when their cape is closed, this will likely be off by default depending on balance implications)
Title: Re: Secret of Mana, Turbo
Post by: IcePenguin on February 05, 2019, 08:16:10 am
I know pretty much nothing of what's been done in the SoM modding scene, but has anyone improved the party AI so they don't get stuck on stuff?  If I remember right, they will spawn to your location if you open the menus, but having them do it after a certain, reasonable, distance would be awesome.

Anyway, just curious!  :)
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 05, 2019, 04:51:41 pm
Yeah, zhaDe's Gameplay Improvement includes teleporting stuck AI teammates to you. It makes a world of difference.
Title: Re: Secret of Mana, Turbo
Post by: IcePenguin on February 05, 2019, 05:02:12 pm
Yeah, zhaDe's Gameplay Improvement includes teleporting stuck AI teammates to you. It makes a world of difference.

Most excellent!  I eagerly wait for the completion of your project.  :D
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 06, 2019, 06:53:28 pm
(https://i.imgur.com/wGTL1mj.png)
Finally got his drill legs figured out (mostly). Not quite finished but like 95%.

Other stuff since my last post:
- Whip now has negative knockback; it pulls enemies towards you
- Can no longer block while disabled (by a status effect, e.g. frostied)
- Can no longer switch weapons while disabled
- Fixed some attacking while disabled issues (non-vanilla issues), but some not fixed yet
- Confirmed permadeath fix works (at least for one circumstance that can cause it, hopefully all)
- A limited selection of status effects now disable the quick spell casting menu
- Restored Aegagropilon's devour attack (thanks to Regrs notes on the matter)
- Isolated title screen stuff so it's easier to use on its own with other SoM patches
- Wasted lots of time not realizing nesting IFs has caveats with the ZPS format
Title: Re: Secret of Mana, Turbo
Post by: PresidentLeever on February 07, 2019, 01:51:41 pm
Stamina meter makes sense in multiplayer but the scaling of it never did. Will be interesting to try this, though I'm thinking the enemies will need some tweaks or it'll be too easy.
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 11, 2019, 02:41:08 pm
There, a 25 year nitpick, finally fixed:
(https://i.imgur.com/vrw0fA4.gif)
(Go look at a fountain in-game if what you're seeing isn't obvious.)

You can get an early peek at the restored title screen image and Kettle Kin fight in Secret of Mana - Relocalized, version 1.4 (or newer). https://www.romhacking.net/hacks/4324/ (https://www.romhacking.net/hacks/4324/)
Title: Re: Secret of Mana, Turbo
Post by: superfantendo on February 14, 2019, 08:23:01 am
This whole project makes me want to get a SNES Classic just to replace its SOM with SOMT.
Title: Re: Secret of Mana, Turbo
Post by: CountBuggula on February 14, 2019, 12:21:50 pm
There, a 25 year nitpick, finally fixed:
(http://i.imgur.com/vrw0fA4.gif)
(Go look at a fountain in-game if what you're seeing isn't obvious.)

That always bugged me too!  I'm so glad I'm not the only one.

I started playing through using 1.4 and I have to say I'm super impressed so far.  Keep up the good work, this is exciting stuff.
Title: Re: Secret of Mana, Turbo
Post by: teahouser on February 14, 2019, 07:39:50 pm
If you want this to run perfectly on the SNES classic, you'll need to have a patch to fix the high gamma in the menus. Sluffy made some patches to fix the gamma in the PAL releases of Som, but the patch also converted it to 60hz from 50hz PAL. If you applied sluffy's patch to those PAL ROMs and saw what bytes it changed you could figure out how to make a patch to fix the gamma in your US 1.1 ROM.

Other than a patch to fix the high gamma in menus your version of the game should play flawlessly on Canoe. I'm excited for your release.
Title: Re: Secret of Mana, Turbo
Post by: ChrisHighwind on February 14, 2019, 09:39:28 pm
"- Removes stamina (attacking / running / blocking)"

Thank you! I had the same thought you did when I first played Secret of Mana, having not played it as a child. I was used to Zelda's method of attacking and I thought SoM would be similar, so imagine my displeasure when trying to play SoM like a Zelda game resulted in my attacks doing pitiful damage after the first swing, which turned me off of the game completely. And yet, for some reason everyone else loves the stamina mechanic because no other hack removes it. I just don't get it. Glad to know someone else out there isn't a fan of having to wait until they can attack again just to have full damage.
Title: Re: Secret of Mana, Turbo
Post by: Gi Nattak on February 15, 2019, 12:44:34 pm
I really do like the Stamina mechanic. Zelda: LTTP and SoM combat are quite different, yes, but I don't see one as better than the other; the flow of battling enemies in SoM feels different/unique to the game, thus becoming a bit more strategic and RPG-like than LTTP or Terranigma etc., which is obviously what they were going for. I do think, however, that the Stamina mechanic would greatly benefit from filling up faster with a higher Stamina rating, which I'm not sure it does...I never noticed it anyway. That would certainly be a more legit way to go about bettering it instead of simply stripping the mechanic from the game.
Title: Re: Secret of Mana, Turbo
Post by: IcePenguin on February 15, 2019, 12:57:23 pm
If you want this to run perfectly on the SNES classic, you'll need to have a patch to fix the high gamma in the menus. Sluffy made some patches to fix the gamma in the PAL releases of Som, but the patch also converted it to 60hz from 50hz PAL. If you applied sluffy's patch to those PAL ROMs and saw what bytes it changed you could figure out how to make a patch to fix the gamma in your US 1.1 ROM.

Other than a patch to fix the high gamma in menus your version of the game should play flawlessly on Canoe. I'm excited for your release.

I'm glad you brought this up.  Hopefully this will be considered, as being able to play on SNES classic would be very cool.

I really do like the Stamina mechanic. Zelda: LTTP and SoM combat are quite different, yes, but I don't see one as better than the other; the flow of battling enemies in SoM feels different/unique to the game, thus becoming more strategic and RPG-like than LTTP, which is obviously what they were going for. I do think, however, that the Stamina mechanic would greatly benefit from filling up faster with a higher Stamina rating, which I'm not sure it does...I never noticed it anyway. That would certainly be a more legit way to go about bettering it instead of simply stripping the mechanic from the game.

That's a really good idea.  I could see many people enjoying something like that.  I'm looking forward to playing with no stamina, though, just because it will offer a fresh new way to play the game.  :)
Title: Re: Secret of Mana, Turbo
Post by: chillyfeez on February 15, 2019, 01:55:00 pm
I just thought of something...
It's been a few years since I played SoM, but now that I think about it, I seem to remember that monsters fight as though they are subject to the same stamina constraints as players, waiting in between attacks and even sometimes unleashing a stronger attack after a longer delay. Am I remembering correctly, and if so, does this hack do anything about that?
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 15, 2019, 04:25:52 pm
No worries regarding the SNES Classic Edition, this whole project started specifically because I wanted to put a modified Secret of Mana on my buddy's SNESCE. And we did, and it worked correctly. DarkAkuma (the sfrom Tool creator) did the legwork to get the normal US Secret of Mana version to correctly reinsert on a SNESCE, and Turbo relies on that. Stuff regarding the European versions isn't actually relevant; it only applies to them.

Keep in mind that the patcher system being used for this lets you turn specific options on and off; the "Turbo Mode" feature of completely stripping stamina is just another checkbox you can disable. I'll toss in a faster stamina option because it's trivial (when you perform an action, it sets your stamina to a value that has to be recovered; halving said value would roughly halve recovery time).

Yes, monsters have stamina. And Turbo Mode also means they don't anymore. So they're a little more aggressive.

While stamina removal makes the game easier, the concerns are overblown: the game isn't hard to begin with and is extremely cheese-able with magic, and you don't have to enable stamina removal, jeez. You can make various changes to up difficulty to compensate, and the enemies not having stamina means they're a fair bit more aggressive. By default I have zhaDe's magic cooldowns enabled which reduces spell cheese (which I consider a far bigger problem for game difficulty than stamina).
Title: Re: Secret of Mana, Turbo
Post by: IcePenguin on February 16, 2019, 01:35:40 am
No worries regarding the SNES Classic Edition, this whole project started specifically because I wanted to put a modified Secret of Mana on my buddy's SNESCE.

Same here!  Glad to hear the good news.  :)
Title: Re: Secret of Mana, Turbo
Post by: Gi Nattak on February 16, 2019, 12:52:14 pm
No stamina/charging % definitely fits with the hack name, all's I'm saying is that is will remove an integral part that makes SoM combat system what it is, instead of tweaking it to be something better. But again, considering the hack title, it does seem appropriate. Glad to know it will be optional, though.
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 19, 2019, 07:00:06 pm
Stuff I've done since last post:
- Fixed bad level 9 sword + Mana Magic interaction (when it fades, you have a bad weapon equipped)
- Fixed charged up whip attacks used on whip posts potentially throwing you off cliffs (a charged up whip attack simply isn't valid for gap crossing anymore; at first I just blocked charge 5, but then realized some other charge attacks have issues so just blocked them all)
- Cleaned up lots of buggy out of bounds graphics; some could only be seen using something like Scroll Hack to see farther than vanilla, but some were visible even vanilla (like the topless tree in the rabbite field just after getting the rusty sword, or the upper right in Todo Village when you play a drum).
- Fixed some boss fight rooms where hugging the left wall could make the boss invisible, particularly when using Scroll Hack; still have some left to adjust
- Fixed Mana Tree cutscene bug related to zhaDe's CPUs_Dont_Block_Screen and Walk_To_Edges_Of_Screen
- Added an off-by-default Centered_Camera (think extreme Scroll Hack), especially useful for spotting janky graphics
- Added a fun little "Turbo" logo to the title screen logo that shows up after the intro text crawl ends
- Committed a crime by changing the title screen music; the logo and music are an optional "Turbo Logo" option in the title screen patch options
- Added a safety music fade out when the title sequence loops; some emulators don't keep the music and visuals sync'd correctly so music can abruptly cut off in some circumstances
- Probably a few other things I failed to notice in the text diff or that aren't worth mentioning
Title: Re: Secret of Mana, Turbo
Post by: chillyfeez on February 19, 2019, 11:37:14 pm
- Committed a crime by changing the title screen music; the logo and music are an optional "Turbo Logo" option in the title screen patch options
Lol. Is it an original song, or did you "turbo" up the original?
Title: Re: Secret of Mana, Turbo
Post by: Queue on February 20, 2019, 12:38:09 am
Neither. I took a different SoM song that had the intensity I wanted to go with the Turbo logo and then adjusted the instrument selection so it'd be varied from its usual use in the game. There are 5 unused music tracks in the game's music pointer table so I just altered one.

Well, sort've unused, all 5 point to the same score, and have a terrible set of instruments hooked up so it doesn't sound like music. If you change the instrument set for them, it's actually music, though seems to be simpler than most SoM music. So I guess there's an unused song buried in SoM's data? And to be clear, while I changed one of the 5 the other 4 are all identical, so I didn't even hurt availability of said mystery song (if someone knows something about it, I'm all ears).

Edit: Aw, the unused song is just the song "A Conclusion" with the wrong instruments. Bummer.
Title: Re: Secret of Mana, Turbo
Post by: Queue on March 03, 2019, 05:03:07 pm
Okay, finally time for the first public release.

https://ufile.io/uegcv (https://ufile.io/uegcv)

That download should last for about a week. No frills since this is a release for testing, so no sfrom patch or boxart image, just the ZPS patcher, ZPS patch and other author's readmes. I'll write up a changelist in a bit. Need a drink.
Title: Re: Secret of Mana, Turbo
Post by: Masaru on March 03, 2019, 07:31:49 pm
Ok, i patched the restore title screen, desativated the clean aesthetic and patched it with relocalized, but when patch it with relocalized it does not desactivate the clean aesthetic and remains with the legalece desactivated
(https://imgur.com/a/RQFfNix)
When you patch the thing to be the more closer to the japanese (Restore Warp Tile, Restore title screen, restore kettle kin, Safe save state) in the vanilla rom, the game crashes when you enter to the save/load menu
Title: Re: Secret of Mana, Turbo
Post by: Queue on March 03, 2019, 08:00:37 pm
Currently [Relocalized] overrides all title screen crawl text so [Clean_Aesthetic] only affects the TM on the main logo. This may or may not change depending on if there's enough space in [Relocalized]'s text crawl to re-insert the legalese.

Whoops, it's an issue with [Safe_Save_State] with that minimalist combination of settings. It'll be fixed for the next release.

For now, if you want to use [Safe_Save_State], you need the [Combat] or [Quality_of_life] sections turned on (even if all options within the section are disabled). When turning on a section but disabling all its features, be careful to not uncheck the !!_Inverted settings within that section (since unchecking !! features turns them on).
Title: Re: Secret of Mana, Turbo
Post by: Masaru on March 03, 2019, 08:21:47 pm
i also discovered when you patch the things to decensore SoM in the vanilla version, the game dosen't passes from the naming menu because the game crash if you press start after naming your character
(But this only happens in the vanilla version, it does not happen with vwf+proper caser)
Title: Re: Secret of Mana, Turbo
Post by: Queue on March 03, 2019, 09:35:37 pm
If I turn off everything except
[Restore_Warp_Tiles]
[Restore_Title_Screen]
[Restore_Kettle_Kin]
I can get in-game and stuff works.

What else do you have turned on? So I can figure out what I messed up on. I know the checkbox list is pretty huge, but if you don't have too many enabled, listing them shouldn't be too bad.

Edit:
It looks like a missing dependency for the entire [[Bug_Fixes]] section, so I assume that's where that issue lies; like with [Safe_Save_State], for now, you can enable the [[Combat]] or [[Quality_of_Life]] sections to work around the issue until I spit out a revision. I tested a lot of combinations but I pretty much always used [[Combat]] and/or [[Quality_of_Life]] features, or was only testing other authors' integrated patches, so hadn't run into these issues. Thanks for reporting these.

Edit2:
Updated. Hopefully resolved the issues you found Masaru.
https://ufile.io/uegcv (https://ufile.io/uegcv)

Edit3:
Stuff added since I'd last written on the subject Feb 19th:
- Added double stamina regen as an option. For anyone curious, in vanilla SoM, when you perform an action that resets your stamina, it's (100 - agility) / 2 + 50 stamina that has to be recovered... I think... okay I'm going by memory and I've been looking at a lot of numbers lately, but that's probably right. This feature simply doubles how fast stamina is recovered after that "exhaustion" value is set.
- Split zhaDe's [Faster_Enemies] feature in half; faster decision making is now on by default while faster movement is off by default. The faster movement seemed to be screwy in some cases, and requires further testing.
- Split zhaDe's [Spell_NewEffects] into 4 separate options:
[Spell_Power_Tweaks]
[Extend_Buff_Time]
[Acid_Storm_-_Magic_Def_Down]
[Speed_Up_-_Faster_Recharge]
The patcher has full descriptions of each.
- Finished importing [Relocalized] v1.5.
- Implemented a fix for a hang when trying to open a ring menu for a party member that's offscreen. I forget if I mentioned this one already.
- Improved FastROM code. It's probably safe to use now regardless of emulator. Not sure how real hardware handles it.
- Jazzed up the NAS easter egg font.
- Modified the Mantis Ant tutorial slightly depending on if you have [Turbo_Mode] and/or [Manual_Block] enabled.
- Implemented 8-direction sword thrusts. Just a slight perk to differentiate the signature weapon.
- Shifted more boss rooms right.
- Further whip post fixes.
Title: Re: Secret of Mana, Turbo
Post by: Masaru on March 04, 2019, 09:43:54 am
A feedback i could do for the next time is include a patch what restores the square legalece to be more closer to the original japanese release
Title: Re: Secret of Mana, Turbo
Post by: CountBuggula on March 04, 2019, 02:54:54 pm
Awesome work!  I'm really looking forward to taking the time to dive into this and enjoy a fresh playthrough, but I have to say that even just the new patching process is SO incredibly nice and makes combining all the patches I like to use for this game so much easier.
Title: Re: Secret of Mana, Turbo - Public Beta 190304
Post by: Queue on March 05, 2019, 02:10:20 pm
Small quality of life experiment for the patcher: a helper script that deals with the "Finished !" modal dialog box, renaming the output SMC if left at the default (of patched.smc) and adds a minor noise when patching finishes.

You can also use the helper script to launch the patcher and auto-fill the "ZPS Patch" and "SNES ROM" fields, but the script is pretty janky in that regard and will probably fail on some computers due to timing / language differences / Windows version differences / etc. If it proves useful, I'll see about improving its reliability.

Also changed the [VWF_Edition] and [Relocalized] interaction so [Relocalized] will still be applied even if [VWF_Edition] is unchecked (previous behavior was to not apply [Relocalized] unless [VWF_Edition] was enabled).

Turbo Version 190304:
https://ufile.io/uk5dh (https://ufile.io/uk5dh)
Title: Re: Secret of Mana, Turbo - Beta 190304
Post by: darthvaderx on March 05, 2019, 08:03:39 pm
A suggestion:

Better Default Text Boxes hack by Kethinov

(https://www.romhacking.net/hacks/snes/images/4310screenshot2.png)

The dialog boxes looked much better and would be a good differential for your hack.

And a question:

Your hack is compatible with 'Drop Table Balance' hack by Kethinov?
Title: Re: Secret of Mana, Turbo - Beta 190306
Post by: Queue on March 05, 2019, 10:19:02 pm
I'll be adding all of Kethinov's stuff into the Turbo patcher eventually, just hadn't gotten that far; started with the stuff I personally use and am expanding from there. It's also not always clear how much work incorporating an existing patch / hack / modification / whatever-term-you-like will be. For example, the three of Kethinov's I've included so far all need compatibility adjustments depending on if you're using the vanilla script, FuSoYa's VWF Edition or Timbo's Relocalized; while Kethinov's hacks provided compatibility with VWF Edition, they require modification to work with Relocalized.

Based on experience, my guess is "Better Default Text Boxes" and "Drop Table Balance" are fully compatible as-is, "Earlier Midge Mallet" and "Later Midge Mallet" will need fixups for Relocalized, and "No HP Restored At Level Up" will possibly need fixups (and the later three will probably break the game if applied to Relocalized as-is). I haven't actually torn into them yet though, those are just guesses.

Edit: Working on getting in a "Japanese Legalese" option, and adding compatibility for disabling [Clean_Aesthetics] to Relocalized; Timbo left me space to work with at the end of his modified text crawl so will be a piece of cake. :thumbsup:

March 06, 2019, 06:54:51 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Version 2019-03-06:
https://ufile.io/juej2

Added [Japanese_Legalese], Kethinov's [Better_Default_Text_Boxes] (and made it configurable so you can set which of the 8 styles is the default), implemented more [[Title_Screen]] features for [Relocalized], made [Turbo_Logo]'s uh, basically thread-safety more robust, made a file rename in the Helper Script more robust.
Title: Re: Secret of Mana, Turbo - Beta 190306
Post by: acediez on March 06, 2019, 08:58:00 pm
I'm very excited to try this once I find some time to play a decent sitting. Congratulations on the beta release!
Title: Re: Secret of Mana, Turbo - Beta 190307
Post by: Queue on March 07, 2019, 11:55:52 pm
Thanks!

Version 2019-03-07:
https://ufile.io/votft (https://ufile.io/votft)

Added Kethinov's "No HP Restored At Level Up" and Regrs (?) "Super Change Form Boss Crash Fix" (in vanilla, level up Luna then go cast Change Form on a boss; it's a pretty exciting crash). Only three more Kethinov hacks to go!

Made [Magic_Recharging] recharge times configurable (in the Advanced Options menu), and also prettied up the Advanced Options menu. Renamed [Spirits_Default_Levels] to [Default_Spirit_Levels] and tweaked some option descriptions.

Made the Helper Script adjust ROM size after patching; if there's nothing in the 4th MB it will be truncated to a 3 MB ROM, and if there's also nothing in the 3rd MB, it will be truncated back to the vanilla 2 MB ROM size. So if you enable only FuSoYa's VWF Edition feature, the ROM will be 3 MB, for example.
Title: Re: Secret of Mana, Turbo - Beta 190306
Post by: Timbo on March 07, 2019, 11:57:28 pm
This is spectacular mate.
Title: Re: Secret of Mana, Turbo - Beta 190307
Post by: TamagoKakeZero on March 08, 2019, 02:05:56 am
So excited to see this released. I played this through with two friends of mine who had never play SoM before and it was an absolute blast. Thanks a ton for all your hard work, Queue!
Title: Re: Secret of Mana, Turbo - Beta 190307
Post by: Queue on March 09, 2019, 03:41:06 pm
I could use some help spotting bad map tiles; some examples:
(https://i.imgur.com/m1PuyDS.png)

The bottom two have been fixed in Turbo for a while, but I haven't gotten to the top two yet. Some are only visible if you use [Scroll_Hack] (or similar that let you see farther than vanilla), but some are mistakes visible in vanilla (like those bottom two examples).

I'm interested in any that are visible in vanilla or specifically with [Scroll_Hack]; [Centered_Camera] exposes issues that are practically unfixable, but [Scroll_Hack] isn't as extreme and I'd like it to be an always-acceptable option without running into graphical oddities. It'd be best if you have [Tidy_Map_Pieces] applied since I've already fixed a handful, so it'd save re-reporting something I already fixed, but I'll take any help I can get on this.

Screenshots with stuff circled (etc.) would probably be best. Please note that fixing maps in somedit isn't an option, so for anyone considering that, it's a nice thought, but the result is unusable.
Title: Re: Secret of Mana, Turbo - Beta 190307
Post by: IcePenguin on March 09, 2019, 03:55:36 pm
I could use some help spotting bad map tiles; some examples:
(http://i.imgur.com/m1PuyDS.png)

Wow, you sure have a keen eye for detail!   :thumbsup:  I'm surprised these were in the original game.  Never noticed them before, ha ha.  I don't know much about the [Scroll_Hack] of which you speak, but seeing that there are gfx at all, beyond the default view, is really cool.   Interesting stuff!
Title: Re: Secret of Mana, Turbo - Beta 190314
Post by: Queue on March 14, 2019, 11:41:58 pm
Dang, was hoping someone would be as nit-picky as me and round up some screenshots for me. Oh well.

Version 2019-03-14:
https://ufile.io/bu9qf

Changes (since 190307):
- Added an [[Audio]] section and moved some features to it
- Added a tiny bit of momentum to spear thrusts
- Changed MP HUD label graphic (if [Turbo_HUD] is enabled)
- Added Mop's [Seven_Items_Max] as an alternative to Masterflow's Nine; the 9 limit makes item save data incompatible with vanilla, while 7 is safe
- Added HUD portrait corners transparency hack; the sprite's portrait now has rounded corners like the boy's and girl's (also fixes pointy portrait corners for stuff like frostied, moogled, etc.)
- Tweak that keeps attack sounds from blocking themselves; e.g. fixes silent whip attacks
- Added BRK / COP handler, not important for the end user, but documenting it anyway
- Overhauled [Safe_Save_State]; hotkey combo is now start + select, shows a PAUSE label, and a state saved while the PAUSE label shows can be successfully loaded on a vanilla unmodified ROM
Title: Re: Secret of Mana, Turbo - Beta 190314
Post by: ChrisHighwind on March 15, 2019, 01:13:29 pm
I can't remember if I played the March 3rd build or the March 7th, but one of those builds had an issue where the music sounded off. Has that been fixed in this new build?

EDIT: Nevermind, turning off FastROM fixed it.
Title: Re: Secret of Mana, Turbo - Beta 190314
Post by: Queue on March 15, 2019, 02:17:36 pm
I can't remember if I played the March 3rd build or the March 7th, but one of those builds had an issue where the music sounded off. Has that been fixed in this new build?

EDIT: Nevermind, turning off FastROM fixed it.
I've had someone else report this as well. Which emulator has this issue? Specific version info may be necessary to track this down, as it's been reported for variants of Snes9x, but the version of Snes9x I tested on sounded normal. Can you give more detail about what's wrong with the music? And yes, it's related to FastROM.
Title: Re: Secret of Mana, Turbo - Beta 190314
Post by: ChrisHighwind on March 15, 2019, 02:21:39 pm
I've had someone else report this as well. Which emulator has this issue? Specific version info may be necessary to track this down, as it's been reported for variants of Snes9x, but the version of Snes9x I tested on sounded normal. Can you give more detail about what's wrong with the music? And yes, it's related to FastROM.

I've played it on SNES9X 2005 on RetroArch Vita and SNES9X for 3DS, and both had the audio issue.

Of course, now a new bug is when I get the Unconscious status, my character gets right back up and I end up softlocked and unable to move until I reset the game.
Title: Re: Secret of Mana, Turbo - Beta 190314
Post by: shogun1983 on March 15, 2019, 02:55:41 pm
I am about to try this on my sd2snes on an original snes. I unchecked VC, SNESCE, and fastrom. Anything else I should change?

EDIT: so far so good with this^ The MSU1 music sounds great.

Title screen looks amazing. Hard to get a good picture of a crt though: https://imgur.com/a/yTsA8IG
Title: Re: Secret of Mana, Turbo - Beta 190314
Post by: maseter on March 15, 2019, 04:43:26 pm
Have you considered also including the "Better Default Text Boxes" with this?
(https://www.romhacking.net/hacks/snes/images/4310screenshot2.png)
link to romhack: https://www.romhacking.net/hacks/4310/ (https://www.romhacking.net/hacks/4310/)
Title: Re: Secret of Mana, Turbo - Beta 190314
Post by: darthvaderx on March 15, 2019, 08:31:44 pm
Have you considered also including the "Better Default Text Boxes" with this?
(https://www.romhacking.net/hacks/snes/images/4310screenshot2.png)
link to romhack: https://www.romhacking.net/hacks/4310/ (https://www.romhacking.net/hacks/4310/)

It is already included in the latest versions, but I missed the 'Earlier Midge Mallet' hack:

https://www.romhacking.net/hacks/4335/ (https://www.romhacking.net/hacks/4335/)
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: Queue on March 16, 2019, 02:39:27 am
Version 2019-03-15:
https://ufile.io/r8fn1 (https://ufile.io/r8fn1)

Changes:
- Boomerang quick throw now begins return on contact with an enemy
- Boomerang can now damage enemies during return
- Added SFROM generation to Helper Script if you enable VC_without_PCM (by UNCHECKING it, it's inverted)
- Added right align fix for merchants in Relocalized 1.5



darthvaderx:
I'll get the last of Kethinov's patches imported eventually.

shogun1983:
That. Is. Beautiful.
Thank you for sharing that.

ChrisHighwind:
Are you using a recent version? I had seen a problem with player unconscious state but I thought I resolved it before the first public release, so I'm kind've at a loss. In recent play-testing though, I haven't had any issues when getting knocked unconscious, so I'll need a description of where it's happening (like a specific enemy, boss, etc.).
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: RikohZX on March 16, 2019, 05:29:27 am
ChrisHighwind:
Are you using a recent version? I had seen a problem with player unconscious state but I thought I resolved it before the first public release, so I'm kind've at a loss. In recent play-testing though, I haven't had any issues when getting knocked unconscious, so I'll need a description of where it's happening (like a specific enemy, boss, etc.).
I've had it happen too involving the early mushroom enemies so far. If my AI partner gets knocked out instead, they just sort of glitch the camera out and start trailing me like a super ghost with their animations glitching.
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: GrimVandal on March 16, 2019, 06:41:32 am
Great work, wow I am really impressed.  :thumbsup:


I actually would prefer a PAL, 50 HZ, version over the NTSC 60 HZ one.
I also tried to play around with limiting frames in zsnes and snes9x and bsnes to just so every slightly slow down the game.
Sadly they all just have a slider which halfs or quarters the frames per second. None supports a fine grained adjustment.
The version runs at 60 fps and I would love to play at 50fps or might even 55 fps.



Not that important (but for my girlfriend):
Is there any way to get the german translation working with this?
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: Queue on March 16, 2019, 12:51:19 pm
I've had it happen too involving the early mushroom enemies so far. If my AI partner gets knocked out instead, they just sort of glitch the camera out and start trailing me like a super ghost with their animations glitching.
I just did a fresh run up to the first mushboom enemies, and let them knock me out, and couldn't reproduce the issue (and I've tested against plenty of other unconscious circumstances the past couple weeks). Before Feb 26th there was a bug in the running on stairs patch that caused this issue, but I fixed that before the first public release.

So, it could be some mix of features that's triggering this, or using an impossibly outdated version of the patch, or an externally applied patch, or maybe a cheat code being used that's causing this? I'd like to get it figured out, but at the moment I cannot reproduce the bug. I know what it looks like, because it was a problem I saw 3 weeks ago, but I can't get it to happen with the patch as it is now.

GrimVandal:
Can't make any promises regarding framerate options; don't actually know how SNES games control their framerate, but I'll see what I can find out.

By German translation, do you mean the European version of the ROM? Or is there a German translation patch that's applied to the US ROM? Supporting the European ROM is probably not sanely possible (while it's more similar to the US ROM than the Japanese ROM, it's different enough that most patches have to be reimplemented), but if there's a translation patch I MIGHT be able to support that.



Edit: Okay, was finally able to reproduce the unconscious lockup bug. Has something to do with certain mod-added weapon attack animations not stopping correctly when you get knocked down. Will look into it more tomorrow.
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: vergil2012 on March 17, 2019, 04:55:53 am
By German translation, do you mean the European version of the ROM? Or is there a German translation patch that's applied to the US ROM? Supporting the European ROM is probably not sanely possible (while it's more similar to the US ROM than the Japanese ROM, it's different enough that most patches have to be reimplemented), but if there's a translation patch I MIGHT be able to support that.

I'm sure he is referring to the official German version of this game. I don't think there is a German translation patch available.
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: andrewclunn on March 17, 2019, 08:47:25 am
I am pleased at the faster and easier nature of this.  Introducing my daughter to gaming via quality retro games (largely focused on two player ones).  She's not ready for this game yet, but when she is, this will be the version I go with.
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: kethinov on March 19, 2019, 07:03:16 pm
Nice work on this hack.

Count me in the group that thinks eliminating stamina and making SoM more like Zelda is not an improvement. I tried it, found it amusing for a half hour, then realized it trivialized the game's difficulty. Yeah, SoM has always been fairly easy, but this puts you in god mode.

However I think this is a worthy alternative way to play and I fully endorse people trying it out to see if they like it, because I think this will be the kind of hack you either love or hate. And it's okay to love it. ;) Also, I definitely want to try combining turbo mode with Masterflow's hard mode hack to see if they kind of cancel each other out. That might convert me into a believer.

Anyway, I also wanted to say the raft of other smaller hacks in your epic list are also all awesome. I definitely appreciate that you made a half stamina hack for those of us who just can't let go of stamina in SoM. I prefer that mode. It's a good compromise. Increases the pace but without making it manic.

Lastly I wanted to point out a bug: rain of arrows is broken in levels that have rolling clouds, like Thanatos levels.

March 19, 2019, 09:18:24 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Lastly I wanted to point out a bug: rain of arrows is broken in levels that have rolling clouds, like Thanatos levels.

Found another one: the whip post changes make some of the whip posts quite difficult to use. I can't whip across the final whip post in the Grand Palace at all, so I'm effectively softlocked.
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: Queue on March 20, 2019, 02:09:46 am
This whip post?
(https://i.imgur.com/mLXMNXt.png)

For now, you can disable [Overcharge_Fix] to work around that. [Overcharge_Fix] hooks weapon change code so I piggybacked on it to clear the whip post flag (hadn't gotten around to separating that, and previously thought it was harmless), but apparently that code fires at unexpected times as well. Had never seen it being as finicky as it as at that spot. You can actually make it past if you try enough times (have to keep stepping off and back on the launch spot), but that's not acceptable.

Thanks for reporting the rain of arrows issue. I barely understand how zhaDe made that work so have had a bear of a time working out the kinks it has, but I'll get it figured out.

Back when I gutted stamina nearly a decade ago, I did combine it with Masterflow's Hard Mode when I played it, but it got really REALLY tedious in the Pure Land. I'll likely get it imported into the patcher eventually regardless. Want to get through the rest of your stuff first though.

My To-Do list is finally getting somewhat short, but I have a couple critical things on it at the moment, particularly the unconscious animation lockup.
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: kethinov on March 20, 2019, 11:56:36 pm
This whip post?
(https://i.imgur.com/mLXMNXt.png)

Nah, I got stuck on the one on the right side.

For now, you can disable [Overcharge_Fix] to work around that.

Good to hear. I will try that.

Back when I gutted stamina nearly a decade ago, I did combine it with Masterflow's Hard Mode when I played it, but it got really REALLY tedious in the Pure Land. I'll likely get it imported into the patcher eventually regardless. Want to get through the rest of your stuff first though.

My To-Do list is finally getting somewhat short, but I have a couple critical things on it at the moment, particularly the unconscious animation lockup.

I made it harder for you because I just released a bunch of stuff. ;)

New since the last release of your patcher:

- Earlier Midge Mallet: https://www.romhacking.net/hacks/4335/
- Later Midge Mallet: https://www.romhacking.net/hacks/4382/
- Harder Final Boss: https://www.romhacking.net/hacks/4412/
- Neko and Watts in the Mana Fortress: https://www.romhacking.net/hacks/4413/
- Gaia's Navel With the Girl Without Doubling Back: https://www.romhacking.net/hacks/4415/
- Faster or Slower Spell Grinding: https://www.romhacking.net/hacks/4419/
- Faerie Coconut: https://www.romhacking.net/hacks/4420/

Updated recently to fix bugs:

- Level 9 Weapons Progression Balance: https://www.romhacking.net/hacks/4309/
- Early Luna: https://www.romhacking.net/hacks/4062/
- Restore Unused Fanfares: https://www.romhacking.net/hacks/4063/

I've also got more hacks coming soon...
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: GrimVandal on March 21, 2019, 12:36:24 pm
The new weapon stuff is great but I really dislike the bow rain of arrows!

Anyway to just disable the rain of arrows?!
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: kethinov on March 22, 2019, 09:57:48 am
The new weapon stuff is great but I really dislike the bow rain of arrows!

Anyway to just disable the rain of arrows?!

Might be worth making a checkbox that changes the bow from rain of arrows / long shot to short shot / long shot.

I made it harder for you because I just released a bunch of stuff. ;)

New since the last release of your patcher:

- Earlier Midge Mallet: https://www.romhacking.net/hacks/4335/
- Later Midge Mallet: https://www.romhacking.net/hacks/4382/
- Harder Final Boss: https://www.romhacking.net/hacks/4412/
- Neko and Watts in the Mana Fortress: https://www.romhacking.net/hacks/4413/
- Gaia's Navel With the Girl Without Doubling Back: https://www.romhacking.net/hacks/4415/
- Faster or Slower Spell Grinding: https://www.romhacking.net/hacks/4419/
- Faerie Coconut: https://www.romhacking.net/hacks/4420/

Updated recently to fix bugs:

- Level 9 Weapons Progression Balance: https://www.romhacking.net/hacks/4309/
- Early Luna: https://www.romhacking.net/hacks/4062/
- Restore Unused Fanfares: https://www.romhacking.net/hacks/4063/

I've also got more hacks coming soon...

Another new one:

- Equipment Progression Balance: https://www.romhacking.net/hacks/4422/ (This is a big one I've been working on for like a year! Took dozens and dozens of full playtests to tweak everything until it was Just Right™️)
Title: Re: Secret of Mana, Turbo - Beta 190315
Post by: darthvaderx on March 22, 2019, 11:18:12 am
I can hardly wait to see the completion of the best and most complete Secret of Mana version ever...
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: Queue on March 22, 2019, 06:23:51 pm
Version 2019-03-22:
https://ufile.io/nnxsq (https://ufile.io/nnxsq)

Changes:
- Removed buggy part of whip post fix.
- Fixed Rain of Arrows behavior on maps with a scrolling layer
- Fixed unconscious animation character lockup
- Fixed charge locking game lockup
- Added Regrs's mixed case naming feature and jazzed it up with an extra row of numbers and symbols
- Disabled the Drum at the Ice Castle Entrance to prevent an exploit
- Turned [Safe_Save_State] into a full-featured single player pause (works with any controller, you just need to be solo)
- Added item save data validation so you can disable [Item_Limit_Increase] without wrecking your inventory
- Small intro cutscene fix for [Scroll_Hack]
- Some internal bugfixes and code cleanup that should be unnoticeable



Kethinov, bring it on. I like your stuff. I, uh, really need to get to importing it all. Your stuff is actually usually easy to import (because you tend to keep things minimal and clean), so I keep telling myself "oh, it'll just take 5 minutes, I'll get to it last" and then it's time to call it a night.

With the release of your big new project, do you want me to bother including your older item rebalance? Not sure if you'd prefer if I sideline it entirely.

GrimVandal, if you're willing to open the ZPS file with a text editor and tweak a value, yes, Rain of Arrows can be disabled.
- Search for "stationary"
- Notice the line marked with "' bow"
- Change 82 to 02
Before:
RAW   82 01 01 01   ' bow
After
RAW   02 01 01 01   ' bow

I'm not currently interested in hooking up piecemeal configuration to the custom attack animations, so manual changes in tbl_attacks[] is currently your option for tweaking it. I'll consider it after I'm sure all the bugs in the custom animation system are dealt with.

darthvaderx, :)
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: kethinov on March 22, 2019, 07:30:16 pm
Kethinov, bring it on. I like your stuff. I, uh, really need to get to importing it all. Your stuff is actually usually easy to import (because you tend to keep things minimal and clean), so I keep telling myself "oh, it'll just take 5 minutes, I'll get to it last" and then it's time to call it a night.

With the release of your big new project, do you want me to bother including your older item rebalance? Not sure if you'd prefer if I sideline it entirely.

Throw them both in. I'm sure some will prefer the old one for whatever reason. That's why I released some of the stuff developed for the new one like the Faerie Coconut as standalone hacks. Makes it possible to mix and match things more easily.
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: maseter on March 23, 2019, 04:35:11 am
>- Fixed charge locking game lockup

That's for the "you can disable [Overcharge_Fix] to work around that." issue you mentioned earlier?
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: Queue on March 23, 2019, 05:37:00 am
>- Fixed charge locking game lockup

That's for the "you can disable [Overcharge_Fix] to work around that." issue you mentioned earlier?
>- Removed buggy part of whip post fix.
Is for the [Overcharge_Fix] issue that was mentioned earlier.

>- Fixed charge locking game lockup
Was an unreported issue I found while trying to figure out the unconscious lockup. To clarify that line, "charge locking" is a sub-feature of [Faster_Charging], where you can hold 'A' to stall weapon charging. Under certain conditions it could cause an infinite loop (but is fixed now).

As of the time of this post, I am not aware of any unfixed critical bugs. Writing this in the hopes it prompts someone to prove me wrong (because I like fixing bugs).
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: kethinov on March 23, 2019, 09:41:41 am
Another new one, the "Magical Herb": https://www.romhacking.net/hacks/4426/
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: GrimVandal on March 23, 2019, 10:06:05 am
Would it be possible to give the healing water spell (undine) from Primm its own cooldown?

eg.:
healing water has a cooldown of 10 secs
other spells from primm have a cooldown of eg. 5 secs

Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: Vanya on March 23, 2019, 11:27:37 am
Wouldn't that be easier to control by simply adjusting how many HP the spell heals?
For example if the standard cool down is 5 sec and the spell heals 200 HP,
changing the cool down would be 200 HP healed every 10 sec,
but that is the same as reducing the amount healed by 50%,
so 100 HP every 5 sec thus is essentially the same amount over time.
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: andrewclunn on March 23, 2019, 06:14:27 pm
Don't forget Mana cost adjustment
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: Uberdubie on March 24, 2019, 05:45:10 am
After a quick try -- LOVING what I am seeing here so far!  This is indeed the dream modifcation for this game, and one of the best romhacking experience I've ever had with the customizable setup of the .zps file you've composed.

My only concern right now is the game's flow feels too fast and a bit too close to easy-mode at the moment.  I've only played for about 30 minutes so far, and right away dungeons are so much faster to breeze through considering you can endlessly run around and keep spamming attack with no downsides.  And with every fast hit doing 100% weapon damage, basic enemies that take multiple hits go down soooo fast now -- 2-5 times faster than they used to.  In addition to that, the new blocking mechanic seems a bit OP as well.  I do really like the inclusion of it and the potential depth it adds to gameplay, but it still seems a bit too easy to cheese the first boss by simply holding down block whenever I'm not attacking, and as long as I'm mostly spamming block with an occasional attack, I'm pretty much invincible.  So in other words, timing doesn't seem as important as it should be, since you can endlessly hold block and as far as I can tell you'll never take any damage.

I'm sure you intend to tweak all this further, and all things considered there's amazing potential here.  To reiterate my 2 issues: to have a way that makes blocking not 100% safe, and have player-based attacks flow a bit better.  It's too easy to breeze through bosses at the moment -- at least at the start (since I admittedly haven't played that long yet).  Perhaps have a way to make the player get an invulnerable stun status after an attack is successfully blocked?  Any way of having the player not 100% safe just by holding the block button would be an improvement.  You could also consider making all non-magic enemy damage higher, to balance the fact that blocking is so low-risk (would make for a great optional side-mod to this regardless imo).  As far as spamming the attack button, I'm not sure how to balance that so that it's less annoying than the vanilla stamina system that awkwardly slows you down a lot, but also not so fast and effortless that it feels way too easy.  There just needs to be more of a feeling of risk/reward between blocking and attacking.

Sorry if this was a bit of a ramble -- I wanted to get some time in to play this incredible hack/compilation and still give some feedback for you.  Can't what to see where this goes from here -- truly fantastic work.
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: maseter on March 25, 2019, 08:43:40 am
Idea! Checksum fix for your ZPS patcher? Here is one with source:
https://forums.nesdev.com/viewtopic.php?f=12&t=13675#p161682 (https://forums.nesdev.com/viewtopic.php?f=12&t=13675#p161682)
Title: Re: Secret of Mana, Turbo - Beta 190326
Post by: Queue on March 26, 2019, 05:47:20 pm
Version 2019-03-26:
https://ufile.io/nwx29 (https://ufile.io/nwx29)

Changes:
- Added checksum adjustment code to the Helper Script for the case where the ROM is resized down to 3 MB
- The SFROM file generated by the Helper Script should be backwards compatible with old emulators that accept headered SNES ROM files (though the extension may need to be changed to make selecting the file easier); this feature is really just for testing and I haven't double checked that I didn't break compatibility with SNESCE / Canoe
- Split the [Balance] section into three sections: [Magic], [Items] and [Balance]
- Changed [Hittable_Vampires] to be Off by default
- Added Kethinov's [Earlier_Midge_Mallet], [Later_Midge_Mallet], [Faerie_Coconut] and its graphic replacement
- Added the ability to "unforge" level 9 weapons back to 1 (the feature is called [Circular_Forging]), after which you can forge them back up; just burns through some money
- Made disabling auto-casing when using [Mixed_Case_Naming] toggle-able; mostly useful for continuing saves where your characters already have dumpy all-caps names
- Fixed an obscure vanilla crash that occurs if you walk multiple characters into an auto-talk NPC simultaneously
- Slight adjustment to boomerang diagonal down left/right quick throw so you won't miss the catch
- A good amount of code cleanup
- Almost finished untangling dependencies; this is mostly an internal issue but wanted to document it



GrimVandal, possible, but not trivial; as-is it can be given its own longer cooldown that would also block out other spells. Like others pointed out though, a cooldown isn't the only option for controlling its use. The game intended for mana cost to be the limiter for spell spam, but as can be seen in vanilla, it's inadequate on its own; I scaled back zhaDe's lockout timer duration because I wanted to prevent stacking, but not have recast time be what drives over-all spell use. Ultimately, spell power per cast is probably the strongest control lever for balancing them with how spells work in this game. Aaand is not high on my list of things to mess with and Timbo's big project will likely get spell balance right for those concerned with such things.

Uberdubie, my principal stance is this: I don't really care if the game winds up easier; it's an easy game to begin with, but tedious; my goal was to remove the tedium. Between my changes, and all of other authors' work that I have enabled by default, removing tedium was the goal, with adding fun as a secondary (and fixing bugs because those ruin fun, even the ones that provide short-term fun but long term anti-fun); difficulty is an afterthought.

My view on blocking is that yes, it's way too good, but you also cannot do anything else while blocking, so I'm not in a hurry to overhaul it yet; I also don't personally like timing-based blocking in games, I prefer decision-based blocking (do I want to be in turtle mode or do I want to be in offense mode?). Currently, only spells get past blocking. That said, I'm not averse to a successful block leading to some sort of cooldown, I just don't like the initial block needing split-second timing; I want to be able to just hold up a shield all day waiting for that attack to hit me.

For attacks, it's mostly just a matter of beefing up enemy HP to compensate (changing attack or defense is far more complicated to balance since this game uses a threshold damage system rather than percentage resistance); this keeps the combat fun, but lets enemies live long enough to fight back. Enemies are far more aggressive in Turbo, but it's also far easier to pin them down (though I consider this a plus), but you're generally just pinning one down at a time (there can be 3 enemies at a time, and the game tends to try and keep all 3 slots in use until you've totally cleared an area). I'll likely get Masterflow's Hard Mode imported eventually, which definitely leans in the bullet-sponge direction for enemies. I myself won't be messing with enemy stats (ignoring a minor tweak I made to the Mantis Ant tutorial fight if you have [Manual_Block] and/or [Turbo_Mode] enabled).

maseter, the patcher itself already calculates a new internal ROM checksum, but if you pick a combination of features that results in the 4th MB of ROM being unused, AND you let the Helper Script resize the ROM down to 3 MB, then the checksum won't be accurate (due to the brain-dead way the SNES ROM checksum works for non-power-of-2 ROM sizes). I added code to the Helper Script to adjust the internal checksum in the case that it resizes it down to 3 MB.
Title: Re: Secret of Mana, Turbo - Beta 190326
Post by: maseter on March 26, 2019, 06:27:02 pm
>the patcher itself already calculates a new internal ROM checksum
I just used this version and still got a bad checksum on the resulting 4MB rom.

Another one for the pot?
Gaia's Navel With the Girl Without Doubling Back
https://www.romhacking.net/hacks/4415/ (https://www.romhacking.net/hacks/4415/)
Title: Re: Secret of Mana, Turbo - Beta 190326
Post by: Queue on March 26, 2019, 07:10:44 pm
Hm, I wonder what the best way to figure out the checksum issue is. When I've checked prior to this, I've always seen the 4 MB (and 2 MB) checksums come out correctly, but I certainly don't double check that every time.

What is reporting that the checksums are wrong? I assume it's whichever emulator you're using (version number etc. is useful).

What is your patching process like? Are you applying any IPS's after Turbo? Are you using the IPS patching functionality inside the ZPS Patcher itself?

You don't need to point out Kethinov's patches, I'll get them all eventually. I'm trying to pace myself importing them so I don't burn out (also so I can try each specifically as I go).
Title: Re: Secret of Mana, Turbo - Beta 190326
Post by: maseter on March 26, 2019, 08:34:57 pm
Sorry it was my mistake, Gaia's Navel screwed the checksum, the checksum is OK when using just ZPS_Patcher.
Title: Re: Secret of Mana, Turbo - Beta 190322
Post by: GrimVandal on March 27, 2019, 08:35:43 am
Wouldn't that be easier to control by simply adjusting how many HP the spell heals?
For example if the standard cool down is 5 sec and the spell heals 200 HP,
changing the cool down would be 200 HP healed every 10 sec,
but that is the same as reducing the amount healed by 50%,
so 100 HP every 5 sec thus is essentially the same amount over time.

With a different/separate cooldown for healing water primm could heal every 10 seconds while she could cast other spells in between.
Title: Re: Secret of Mana, Turbo - Beta 190326
Post by: kethinov on March 28, 2019, 10:27:28 am
Kethinov's patches, I'll get them all eventually. I'm trying to pace myself importing them so I don't burn out (also so I can try each specifically as I go).

Just released another new one. Faster Weapon Grinding: http://www.romhacking.net/hacks/4430/
Title: Re: Secret of Mana, Turbo - Beta 190328
Post by: Queue on March 28, 2019, 06:54:10 pm
Version 2019-03-28:
https://ufile.io/0nprd (https://ufile.io/0nprd)

Changes:
- Updated Timbo's Relocalized to 1.7
- Added Kethinov's Faster Weapon Grinding
- A few more code comments here and there
- Slight adjustment to a cutscene bugfix related to [CPUs_Dont_Block_Screen] and [Walk_To_Edges_Of_Screen] (which I haven't tested, so here's hoping)



maseter, no sweat, glad it's figured out.

kethinov, I didn't put this one off until later. Wasn't totally sure how I wanted to let the user pick between the 4 optional speeds so going with an editable value in the advanced config menu for now.
Title: Re: Secret of Mana, Turbo - Beta 190328
Post by: Sarah Shinespark on March 30, 2019, 10:43:56 pm
Is zhaDe's ZPS patcher available as a utility? It sounds super useful but a quick search failed to find it. It's only bundled with this patch?  :(
Title: Re: Secret of Mana, Turbo - Beta 190328
Post by: Queue on April 01, 2019, 07:08:56 pm
The only other place I know of is here:
https://www.romhacking.net/forum/index.php?topic=20093.msg361754#msg361754 (https://www.romhacking.net/forum/index.php?topic=20093.msg361754#msg361754)

(The "v0.18" on the first line is a link.)

I used ILMerge...

https://www.microsoft.com/en-us/download/details.aspx?id=17630
https://github.com/dotnet/ILMerge

...to combine SnesPatcher.exe and lib_RomHacking.dll and slightly renamed the result. The next Turbo release will include a slightly modified patcher that fixes a race condition and allows checkboxes to start unchecked, but I don't have the source code to the patcher so don't intend to go too crazy modifying it. Documentation will include the changes I made to it.

Also, I'll need to double-check, but I'm pretty sure the ZPS patcher only really knows how to deal with HiROM SNES ROMs. It is a pretty awesome patch format though. Normally I wouldn't touch something that's not a de facto standard (IPS in this circumstance), but ZPS made me violate my own rules.
Title: Re: Secret of Mana, Turbo - Beta 190328
Post by: kethinov on April 02, 2019, 11:27:52 am
kethinov, I didn't put this one off until later. Wasn't totally sure how I wanted to let the user pick between the 4 optional speeds so going with an editable value in the advanced config menu for now.

Another new one that will require you to make some decisions about how to present the options: "Easier or Harder Monsters." https://www.romhacking.net/hacks/4435/

This one offers ten different options for adjusting monster/boss difficulty which depending on the combination of hacks you apply can either increase or decrease the amount of level grinding that is necessary to finish the game.

It is good to pair with "Equipment Progression Balance" (https://www.romhacking.net/hacks/4422/) so as to make an easy mode, hard mode, or very hard mode out of it.

Also I had to update "Equipment Progression Balance" because I accidentally bundled the hex changes from the "Harder Final Boss" hack that turns the final bosses into superbosses with it. I stripped that accidental inclusion in 1.2.
Title: Re: Secret of Mana, Turbo - Beta 190328
Post by: Gi Nattak on April 02, 2019, 12:27:10 pm
Another new one that will require you to make some decisions about how to present the options: "Easier or Harder Monsters." https://www.romhacking.net/hacks/4435/

This one offers ten different options for adjusting monster/boss difficulty which depending on the combination of hacks you apply can either increase or decrease the amount of level grinding that is necessary to finish the game.

Definitely nice patches to have for this mod! I'm wondering though why the monster stats besides HP and EXP/GP drops weren't altered as well? More or less HP would indeed make the battles last longer/shorter, but arguably not easier/harder in terms of difficulty... well, except of course in terms of battle length and item/spell usage, which in SoM's case does factor in greatly to it's 'difficulty'. I'd imagine though it was just that much more work, tweaking all the monster stats, or maybe just not in the scope of what you desired to achieve with this particular mod in mind?
Title: Re: Secret of Mana, Turbo - Beta 190328
Post by: kethinov on April 02, 2019, 02:20:35 pm
Cool patch(es), but I'm wondering how come the monster stats besides HP and EXP/GP drops weren't touched?

When I examined the tables, it occurred to me that the other stats are all rabbit holes. I suppose it's technically possible to make subtler adjustments on a per monster basis to balance the relative difficulty of—say—Terminator against Master Ninja by adjusting str, int, physical defense, or whatever, but my view is the original game's figures are all basically fine. You get the best bang for your buck making across the board percentage adjustments to HP (to lengthen fights) and separate adjustments to XP/GP (to reduce or increase grinding).

I paired XP/GP because if they were separated, you could end up overleveled but unable to afford equipment or rich but underleveled. This reduces the question of difficulty merely to how long do you want the fights to be (largely a HP question) and how much grinding do you want there to be in order to be high enough in level to be evenly matched against the current set of monsters plus rich enough to afford the current equipment (largely a XP+GP question).

Or putting it in a simpler way, the big takeaways are:

1. If you want longer fights, amp up HP.
2. If you want harder fights, cut XP/GP (because this will make future enemies harder and harder if you don't do some grinding first).
3. If you want longer and harder fights, do both.
4. If you want easier fights, amp up XP/GP.
5. Adjusting the other stats has unclear/inconsistent effects or would need to be reimagined one monster at a time, extremely painstakingly. And it's not clear it's even necessary. (I did make an exception to this amping up many other stats for my "Harder Final Boss" hack, but the use case for that was clearer: I wanted to make the final two boss fights superbosses, so adjusting the other stats made sense there.)

Bear in mind, my HP / XP+GP hacks keep it simple enough that if someone else wanted to adjust the other stats independently for some other reason, they could, and that could be combined with this.
Title: Re: Secret of Mana, Turbo - Beta 190328
Post by: GrimVandal on April 04, 2019, 06:29:06 am
Yes great thought process and once again awesome patches, thank you so much for this.  :thumbsup:
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: Queue on April 07, 2019, 06:58:40 am
Version 2019-04-07:
https://ufile.io/bop1y (https://ufile.io/bop1y)

Patcher Changes:
- Checkbox state based on feature variables; this means features can start in the Off state and the !!_Inverted workaround is no longer necessary
- Checkboxes can be inactive (useful for section separators)
- Fixed race condition when reapplying patch without restarting patcher
- Changed window title to add a + symbol
- Relaxed version checking so a ZPS file can contain a screwy version value to intentionally block compatibility with the older patcher

Changes:
- No more !!_Inverted patcher options, yay; some stuff just starts unchecked
- Added [Balance] feature to disable item damage canceling (On by default)
- Added Kethinov's Neko and Watts in the Mana Fortress
- Added Doom's Wall's desperation attack name fix (Cave -> Cave In; the space was an invalid character)
- Added a fix for getting too many weapon orbs from events causing a lockup
- Added a fix for the script event that causes your party to gather on to the leader where it can get stuck in an infinite loop if party members are at the far left edge of the screen
- Finished converting any lowercase assembly mnemonics to uppercase
- Added preliminary New Game Plus feature, lots of little issues at the moment, but should be functional enough to test



Kethinov, you missed event 659 in the VWF part of your "Neko and Watts in the Mana Fortress" patch. It's at offset 0x22E1CF.



For anyone curious about the New Game Plus feature, after the end credits, you'll get... let's call it an "immersive" prompt, where you can choose to restart the game or see the "The End" scene. There are probably lots of things you can do to break stuff terribly on your second playthrough, so if anyone gives it a shot, I'd like to hear about the trouble you get into.
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: kethinov on April 07, 2019, 04:03:13 pm
haha, I literally just authored a patch to disable item canceling last night and was about to submit to RHDN. Damn it!  :P

April 08, 2019, 01:20:13 am - (Auto Merged - Double Posts are not allowed before 7 days.)
I found a bug: goblin capture scene has graphics issues on the north trees with Scroll Hack enabled.

Also I like your dialog edits that explain how to use block if you die to the Mantis Ant. Nice touch.
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: XModxGodX on April 10, 2019, 07:48:46 pm
Found a bug related to the pause screen. When you change the controls and press start for more than a nanosecond to confirm the game will softlock also changing the menus to anything other than the default button makes them stop working altogether. (playing it on the SNES Classic)
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: Queue on April 11, 2019, 02:12:33 pm
Was able to reproduce those issues; thank you for reporting them. I'm not sure why I hadn't tested key config changes prior to this... I know I had gone to that screen but I guess I never committed any changes.

Some features (e.g. quick weapon swap) override default button behavior (and block vanilla behavior of that button) and apparently modified behavior is reading raw controller input rather than input that's been rearranged based on customized button layout; hopefully it won't be too hard to reconfigure how that works.
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: kethinov on April 11, 2019, 02:16:31 pm
I found some more issues as well.

- Going right to cannon travel guy north of Gaia's Navel has some graphical glitches with Scroll Hack.
- Graphics glitch walking to the north from the Spring Beak boss fight map towards Wind Palace.
- Several scenarios in which rain of arrows always misses; it's impossible to land a hit with it at times.

Also I published a new hack: Tricked Out from the Start http://www.romhacking.net/hacks/4446/ - it's kind of a kitschy hack, so if you include it, definitely don't turn it on by default.
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: Queue on April 11, 2019, 02:37:35 pm
Noted down the maps for Scroll Hack issues. Regarding when you'd previously mentioned the goblin village, I think that one's going to require some pretty heavy retooling to make it not suck, both for Scroll Hack and for vanilla tricks you can pull to wander around it.

Can you elaborate on when rain of arrows is failing? My take on your description is that it looks right, it just fails to collide with an enemy. Even just naming a place where this occurs will likely be enough for me to work with. I should have spent more time with the bow but my true loves are the boomerang and javelin, so guess I didn't check it in enough places.

Also, no real reason for you to not post your item canceling patch. If you NOP'd the same 9 bytes as me (incoming damage and attacker ID get cleared by item code, I just axed those) then it's whatever, and if you did something more comprehensive, I'll likely replace what I did with yours.
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: pleasejust on April 11, 2019, 10:13:55 pm
Dude, are you kidding me? This is the definitive SoM hack, the one we've all been waiting for. Congrats.
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: GrimVandal on April 12, 2019, 03:01:35 pm
I really think rain of arrows is not only cheesey but really too much.

All of the  weapon mechanic changes are great besides of this. (can rain of arrows already be disabled?!)
Title: Re: Secret of Mana, Turbo - Beta 190412
Post by: Queue on April 12, 2019, 05:18:27 pm
Version 2019-04-12:
https://ufile.io/nx63k (https://ufile.io/nx63k)

Changes:
- Fixed PAUSE unintentionally hanging the game if the screen is dim (like when leaving the controller config menu)
- Fixed customized button config not affecting new button functionality (quick weapon swap, etc.)
- Added Kethinov's Magical Herb patch
- Added Balance\Luna_And_Dryad_Weaknesses (based on notes made by, I think, Regrs)
- Fixed Hit Chance code so that the Hit Up buff and Hit Down debuff work properly
- Added Technical\Disable_Soft_Reset; fixing customized button code re-enabled the ability to soft reset, which is... mostly used to abuse bugs, so it's now disabled by default
- Visual fixup for the T-junction north of Gaia's Navel for Scroll Hack
- Added preliminary enemy stat boost for New Game Plus loops



Kethinov, I compacted the code your Magical Herb uses and relocated it a tiny bit for compatibility safety; it's still in the same chunk of junk data, but shoved to the end since some text edit hacks write over the beginning (and middle) of that junk data (which makes sense, since it's text junk data that comes after used text data). The compacted code is only 0x21 bytes because I reuse the original Medical Herb code rather than duplicating it.

GrimVandal, a couple pages back I posted instructions on how you can disable the Rain of Arrows. The abbreviated version:
- Open the ZPS file with a text editor
- Search for 82 01 01 01
- Change to 02 01 01 01
Title: Re: Secret of Mana, Turbo - Beta 190412
Post by: pleasejust on April 12, 2019, 11:01:07 pm
Awesome, thanks.

For faster weapon grinding, how much faster is it? The original author provided various speeds. Can you include them in the next version?

Also, is there any way you could implement a better Turbo logo? How about this?
https://imgur.com/a/EcZ3m4I
You'll have to make it smaller and change it's color palette I guess?

Another thing, I didn't really like how I got 1000 gold in the elder's basement in the beginning. I have no issues with the default economy. Please allow that to be customizable.

Lastly, is it possible to have the enemies in turbo mode but characters have endurance enabled?

EDIT: one final thing... could you possibly make it so that you can play vanilla SoM but with just the bugfixes and quality of life improvements like quick switching of weapons and magic without going to the menu, scroll hack, etc? I've actually never passed the game before, I was turned off by the combat when I was younger, but I at least want to play it closer to vanilla first.

I forgot to mention, when playing through, it seemed like I was leveling up way too fast. Allowing that to be customizable would be great. In fact, anything that's has a separate ips file should be customizable, no?

Thanks!
Title: Re: Secret of Mana, Turbo - Beta 190412
Post by: darthvaderx on April 13, 2019, 12:51:33 am
And about 'Equipment Progression Balance'? In your hack is listed version 1.1 while it has already been released version 1.2 ('fixed bug in which the "Harder Final Boss" hack was accidentally bundled with this').
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: kethinov on April 13, 2019, 03:04:00 pm
Can you elaborate on when rain of arrows is failing? My take on your description is that it looks right, it just fails to collide with an enemy. Even just naming a place where this occurs will likely be enough for me to work with. I should have spent more time with the bow but my true loves are the boomerang and javelin, so guess I didn't check it in enough places.

Rain of arrows bug visual demo: https://youtu.be/RLEvPjV7UKM

Can provide save file if needed.

Also, no real reason for you to not post your item canceling patch. If you NOP'd the same 9 bytes as me (incoming damage and attacker ID get cleared by item code, I just axed those) then it's whatever, and if you did something more comprehensive, I'll likely replace what I did with yours.

I just NOP'd the same 9 bytes you did. You just beat me to releasing the hack by a day. I was in the middle of playtesting it when I saw your post haha.
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: Queue on April 15, 2019, 12:57:32 am
Kethinov, the video was enough. I think I finally maybe probably have the dang rain of arrows fixed for the next release. I tested it in a fairly wide range of locations; it positions correctly and actually hits enemies in all that I tried. Yeesh. The original problem was rain of arrows was ignoring some vanilla projectile creation code and zeroing out a flag that essentially specifies which layer the projectile is on, then my previous fixes were second-guessing some of it and sometimes setting the flag when it shouldn't be. Now I'm just trusting vanilla code to set the flag correctly (or to describe it more accurately, preserving the flag, whatever it's set to). Behavior should just match a vanilla arrow on a given map now.



darthvaderx, you're mixing up "Equipment Progression Balance" and "Level 9 Weapons Progression Balance" (both by Kethinov). Turbo only currently includes the latter. I'll get the other eventually.



Quote from: pleasejust
For faster weapon grinding, how much faster is it? The original author provided various speeds. Can you include them in the next version?
By default that feature is equivalent to "A Bit Faster" but read the feature description in the patcher; it's already configurable in the 'Advanced Options' menu (accessed via the 'Advanced...' button in the patcher).

Quote from: pleasejust
Also, is there any way you could implement a better Turbo logo? How about this?
https://imgur.com/a/EcZ3m4I
You'll have to make it smaller and change it's color palette I guess?
Not happening. Editing the logo is very complicated and what you see is already pushing the envelope on what is possible. There are basically only two colors free in the palette that could be changed, there are too few unused tiles in the logo, placement of the edit is very constrained, probably other factors that I can't name off the top of my head. What's there was already days of effort; I wish it was just an image edit in TLP, but it was not. I also like how it turned out; I made the logo for myself (for fun as an artistic outlet when I needed a break from other aspects of the project) so don't really care if no one else likes what it looks like. Plus, it's super unimportant: you don't see it unless you let the title screen sit and loop; don't need to burn any more time on it than I already have.

Quote from: pleasejust
Another thing, I didn't really like how I got 1000 gold in the elder's basement in the beginning. I have no issues with the default economy. Please allow that to be customizable.
That's part of "Level 9 Weapons Progression Balance" but I can probably throw in a checkbox to control it separately.

Quote from: pleasejust
Lastly, is it possible to have the enemies in turbo mode but characters have endurance enabled?
The enemies and players use the same code to set their stamina after an attack, so it's pretty much both or neither. It wouldn't be impossible to add code to handle each case separately, but not high on my list of priorities; lots of factors that make it not worth doing, very little to gain if done.

Quote from: pleasejust
could you possibly make it so that you can play vanilla SoM but with just the bugfixes and quality of life improvements like quick switching of weapons and magic without going to the menu, scroll hack, etc? I've actually never passed the game before, I was turned off by the combat when I was younger, but I at least want to play it closer to vanilla first.
Uhm, I used a patcher system with all those checkboxes so you could do this? Just uncheck any features that aren't bugfixes or quality of life improvements. The quick, overly literal route would be to uncheck all sections that aren't [Quality_of_Life] or [Bug_Fixes], though what you probably want would be to specifically uncheck [Combat], [Magic], [Items] and [Balance].

Quote from: pleasejust
I forgot to mention, when playing through, it seemed like I was leveling up way too fast. Allowing that to be customizable would be great.
Nothing in Turbo changes the experience rate. I may add something eventually, but what you're seeing is normal.

Quote from: pleasejust
In fact, anything that's has a separate ips file should be customizable, no?
If you want to put in the work to make every little thing adjustable, go nuts. I've been doing what interests me and is practical within the limitations of the ZPS Patcher. The largest service I've been providing is compatibility between other peoples' patches. If it's in the ZPS file I've prepared, and you turn on any given combination of checkboxes, you should feel confident that I already dealt with any compatibility issues.

Quote from: pleasejust
Thanks!
Hope I didn't sound too crabby. Was just trying to be straightforward.
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: kethinov on April 16, 2019, 12:59:09 pm
Published another new hack: No Music https://www.romhacking.net/hacks/4458/

It removes all music from the game, but leaves (most of) the sound effects in place. This allows you to play audio from another source like blasting your stereo without having to mute the game’s sound effects along with its music. Good for playing living room co-op with your friends if you enjoy the hack and slash sounds but you want to put on some different music. Known issue: A small number of sound effects are disabled too because they either require interaction with the game’s music to function correctly (e.g. earthquake and waterfall) or they are misclassified in-game as music (e.g. cannon travel firing).

Quote from: pleasejust

    Another thing, I didn't really like how I got 1000 gold in the elder's basement in the beginning. I have no issues with the default economy. Please allow that to be customizable.

That's part of "Level 9 Weapons Progression Balance" but I can probably throw in a checkbox to control it separately.

It's worth noting that the reason this is part of Level 9 Weapons Progression Balance is that adding 10 new weapon orb acquisition events so much earlier in the game places a strain on your finances, even with all the upgrade prices halved. I don't recommend taking this out. You'll end up having to do a lot of grinding to keep up with the upgrades in the first 20% or so of the game if you do.

Quote from: pleasejust

    I forgot to mention, when playing through, it seemed like I was leveling up way too fast. Allowing that to be customizable would be great.

Nothing in Turbo changes the experience rate. I may add something eventually, but what you're seeing is normal.

I made a hack that offers some options regarding that which hasn't yet been integrated into the Turbo patcher, but you can apply it manually after applying the Turbo patches if you like: https://www.romhacking.net/hacks/4435/
Title: Re: Secret of Mana, Turbo - Beta 190416
Post by: Queue on April 16, 2019, 07:00:04 pm
Version 2019-04-16:
https://ufile.io/q4gfmifb (https://ufile.io/q4gfmifb)

Changes:
- Completely fixed Rain of Arrows (probably)
- Updated Kethinov's Restore Unused Fanfares patch to v1.1 (finally)
- Added Kethinov's No Music patch (Off by default)
- Added Kethinov's Faster or Slower Spell Grinding patch (configurable via Advanced Options)
- Added a [_No_Free_Lunch] sub-option to [Weapons_Progression_Balance]
- Added a Silence proc to Thunder Saber
- Added a Balloon proc to Light Saber
- Minor code optimizations (mainly stripping unnecessary CMP #00's)
- Fixed Scroll Hack issue during ending credits Lofty Mountains scene
- Aesthetic tweak to progress animation during New Game Plus flag clearing process
Title: Re: Secret of Mana, Turbo - Beta 190416
Post by: kethinov on April 17, 2019, 12:15:32 am
Some questions:

1. Is "Hit Chance Fix" new as well? I didn't see that one in previous versions.
2. Would it be possible to make MP shown below status area show [CURRENT_MP]/[MAX_MP] similar to HP?
3. What do I have to edit in the ZPS file to prevent the patcher from altering the checksum at all? Is it the /$C0FFDE romCheckSum line?
4. Are you sure Super Change Form is working? I just unchecked everything in the patcher except for Super Change Form and it seems to generate a ROM with no changes.

And I found a bug. It snows swords in the ending:

(http://kethinov.com/images/linked/som/swordsnow.png)
Title: Re: Secret of Mana, Turbo - Beta 190407
Post by: darthvaderx on April 17, 2019, 07:30:17 pm
[`
darthvaderx, you're mixing up "Equipment Progression Balance" and "Level 9 Weapons Progression Balance" (both by Kethinov). Turbo only currently includes the latter. I'll get the other eventually.

Okay, I wanted to say 'Level 9 Weapons Progression Balance', but the SoM Turbo version is still 1.1 while the current is 1.3.

And what does the 'Animate Palette' effect mean? I did not notice any difference on the title screen.

Title: Re: Secret of Mana, Turbo - Beta 190416
Post by: kethinov on April 17, 2019, 07:42:36 pm
The title screen animate palette thing adds sparkling water to the background.
Title: Re: Secret of Mana, Turbo - Beta 190421
Post by: Queue on April 21, 2019, 03:50:55 pm
Version 2019-04-21:
https://ufile.io/6huh34we (https://ufile.io/6huh34we)

Changes:
- Rewrote ACT_Defaults; it was a miracle it worked since it lacked a return and was just falling through to whatever code happened to be next.
- Lots of map cleanup in the field between Potos, Pandora and the Water Shrine. This took days, and you probably won't even be able to spot all the messed up tiles that were fixed.
- Added ability to revisit the goblin village, which is super janky at the moment. To get back in, walk left against the trees near where you were captured.
- A little map cleanup on the goblin village but it still needs a lot of work.



darthvaderx, for the end user, there is no meaningful difference between "Level 9 Weapons Progression Balance" versions 1.1, 1.2 and 1.3. Internally, I have the 1.2 changes added but then commented out because they weren't relevant (though with the release of "Equipment Progression Balance" at least now I know what the purpose of the changes were). I'll get the details worked out and the version number bumped eventually, it's just low priority. Conversely, I do want to incorporate the updated Early Luna patch, but doing so takes time and I only have so much.

Kethinov
- The hit chance stuff was added two versions ago, that's why it wasn't mentioned in the last version.
- I think it would take a lot of rewriting to change the mana display to include the maximum (and to include a divider, unless the MP label was cannibalized). Not saying it won't happen, but plenty of other things I'm interested in messing with first.
- The patcher recalculating the checksum is just a task it does after applying everything and there's no way to disable that functionality. In the ZPS file, I marked up patches that change it explicitly for the sake of documentation, but it gets overwritten by the patcher afterwards regardless of any entries in the ZPS file that change it during the patching process. You'd need to save the checksum you want and edit it into the ROM after the patcher is finished if you want it to be a specific value.
- Good catch on Super Change Form, also crud, I didn't read this until after I'd uploaded 190421. Find "FILE <WisdomStat>" and add "FILE <SuperChangeForm>" on the line below it.
- I've seen the sword snow before, but it doesn't happen 100% of the time so I haven't been able to reproduce it when I've been in the right circumstance to get it figured out. =/

Title: Re: Secret of Mana, Turbo - Beta 190421
Post by: lexluthermiester on April 22, 2019, 03:34:51 am
Version 2019-04-21:
https://ufile.io/6huh34we (https://ufile.io/6huh34we)
:thumbsup:
Title: Re: Secret of Mana, Turbo - Beta 190423
Post by: Queue on April 23, 2019, 10:41:50 pm
Version 2019-04-23:
https://ufile.io/f5a4xlpq (https://ufile.io/f5a4xlpq)

Changes:
- Fixed [Super_Change_Form] bugfix; it wasn't actually being applied prior to this version
- [Revisit_Goblin_Village] promoted out of Experimental status; spent way too much time cleaning up the goblin village map, but now it's seamless and bugless; you can leave via the far upper left or right by walking into the trees (like when the girl rescues you)
- Tidy map treatment for the map just south of the water palace
- Tidy map treatment for turtle shell isle
Title: Re: Secret of Mana, Turbo - Beta 190423
Post by: teahouser on April 24, 2019, 03:17:15 am
Hey Queue, having a great time playing your turbo beta. One question, I play on SNES Classic and was wondering if you are going to have a patch to fix the high gamma in the menus? When any non vanilla version of SoM is used on the SNES classic it requires a separate patch solely to address the high gamma. Sluffy made a few of these patches for the PAL releases of SoM, is there anyway you could make or modify one of his patches to lower the menu gamma back to normal? It would make it a lot easier on the eyes.
Title: Re: Secret of Mana, Turbo - Beta 190423
Post by: Queue on April 24, 2019, 03:42:39 am
Are you enabling [VC_without_PCM] in the [Technical] section (near the very bottom of the list of feature checkboxes)? That should be applying Canoe-specific fixups to the ROM, and if the helper script is working as intended, also directly preparing an SFROM file.

I haven't tested on a SNES Classic in a while, so I may have broken things, but if that still works, I should probably label it more clearly.
Title: Re: Secret of Mana, Turbo - Beta 190423
Post by: teahouser on April 25, 2019, 02:06:43 am
Actually the VC patch doesn't affect the gamma at all, it's an issue with Canoe and games with HD text enabled (like SoM and SD3). They usually end up with jacked up gamma brightness when played on Canoe that need to be patched back down to normal levels.
Are you enabling [VC_without_PCM] in the [Technical] section (near the very bottom of the list of feature checkboxes)? That should be applying Canoe-specific fixups to the ROM, and if the helper script is working as intended, also directly preparing an SFROM file.

I haven't tested on a SNES Classic in a while, so I may have broken things, but if that still works, I should probably label it more clearly.
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: Queue on April 26, 2019, 08:13:39 pm
Version 2019-04-26:
https://ufile.io/5wh0ma7p (https://ufile.io/5wh0ma7p)

Changes:
- Covered up a stray black pixel in the goblin village
- Tweak to turtle shell isle map cleanup; result is the same, but byte reorganizing is more sane if it needs adjusting in the future
- A couple FastROM adjustments
- A feature no one asked for, and probably only Timbo and maybe Kethinov will care about, and that I sorta regret doing because it was multiple hours of crazy tedium, even when using macros to automate the worst of it:
- 3bpp graphics decoding and re-encoding support
- - menu icons (items, spells, etc.)
- - damage numerals
- - weapons and projectiles
- - spells (including the mana spirit summons)

Example images:
Vanilla
(https://i.imgur.com/pHFLesS.png)

Decoded
(https://i.imgur.com/GOw3Rs9.png)

This lets you use a standard SNES sprite editor to make changes. The graphics are 3 bits per pixel, so you just need an editor that supports that. Working on the palettes is another matter, but generally much less of an issue than dealing with the screwy byte order SoM was using on these art assets.



teahouser, I'll get a chance to mess with an SNES Classic again eventually to double-check stuff, but my buddy and I had it working the same as the copy of SoM that came on the SNES Classic. We had the Virtual Console without PCM patch applied, and the (I forget the exact terms) ID number set to 10B0, and ID name set to WUP-JBXE. Without the VC patch, the high res screens didn't look right (letters were only rendering every other pixel, I assume because it wasn't actually rendering at a higher resolution), so it was necessary.
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: darthvaderx on April 26, 2019, 10:14:00 pm
Do you accept a suggestion? How about generating a log as readme.txt of all the modifications made in the rom?
And also the option to save and export a configuration log so you would not have to do everything manually every time a new update comes up, just set the new options added, what do you think?
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: Timbo on April 27, 2019, 10:52:22 am
I definitely like the sprite rearrangement. Is Kethinov's 9th level weapons hack working with Relocalized yet?
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: maseter on April 27, 2019, 11:45:31 am
There's a slight problem with the header:
(https://i.imgur.com/Zfu0vRm.png)

The original mana rom has a ! instead of the 1 at that address, any idea what it sets?
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: Queue on April 27, 2019, 04:31:24 pm
darthvaderx, it's a good suggestion, and something I've thought about, but not easy to do. I don't have the source code for the patcher, so making changes to it is pretty difficult and painful.

Timbo, everything available within Turbo's ZPS is compatibilized with anything else in the ZPS (unless I goofed up); as I add stuff I do any of the fixups necessary for stuff it conflicts with so... yes, Level 9 Weapons Progression Balance works with Relocalized.

That's usually why it takes more than 30 seconds to adds Kethinov's newer stuff because he often changes event scripts which are what need fixups for FuSoYa's VWF Edition and Relocalized. While he supports VWF Edition, it takes longer to integrate because they need conditionals wrapped around the VWF Edition specific bits (so they aren't included if Relocalized is enabled).

It's also a good idea to have the Orb_Overflow_Event bugfix if using Level 9 Weapons Progression Balance because I'm pretty sure there's a sequence of events in otherwise vanilla SoM that can lock up without it; something like visit the mana tree before beating Tasnica? I think that's possible. Maybe. At the very least it has no negative side effects even if it's unnecessary. I hit the bug somehow which is why I patched it, but no longer recall the circumstances and they could have been outside the range of normal gameplay.

maseter, that's not actually a problem. The ROM's internal name is 21 bytes long (if the name is shorter, you pad the unused bytes with ascii spaces). The "o" in Turbo is the last byte for the ROM's name. The emulator is reading in the internal name incorrectly and shouldn't be including the byte after the 21st name byte, regardless of what it is. That "1" (or "!") is data and just happens to be a valid ascii character. The 22nd byte in the ROM header dictates the ROM's type (LoROM, HiROM, SlowROM, FastROM, SA-1, Ex). 0x21 (ascii !) is vanilla SoM and indicates HiROM, 0x31 (ascii 1) is HiROM + FastROM. Blame your emulator for being braindead and attaching the byte that follows the ROM name to its name.
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: kethinov on April 27, 2019, 06:59:10 pm
- [Revisit_Goblin_Village] promoted out of Experimental status; spent way too much time cleaning up the goblin village map, but now it's seamless and bugless; you can leave via the far upper left or right by walking into the trees (like when the girl rescues you)

I adore this! It has so much potential. I kind of want to explore expanding on this to make the huts enterable and add some goblin NPCs or something now. Such a charming hack.

Timbo, everything available within Turbo's ZPS is compatibilized with anything else in the ZPS (unless I goofed up); as I add stuff I do any of the fixups necessary for stuff it conflicts with so... yes, Level 9 Weapons Progression Balance works with Relocalized.

That's usually why it takes more than 30 seconds to adds Kethinov's newer stuff because he often changes event scripts which are what need fixups for FuSoYa's VWF Edition and Relocalized. While he supports VWF Edition, it takes longer to integrate because they need conditionals wrapped around the VWF Edition specific bits (so they aren't included if Relocalized is enabled).

Ping me sometime with the specific fixes that are needed for Relocalized so I can update the standalone patches too. It'll help prevent me getting so many emails. ;)

It's also a good idea to have the Orb_Overflow_Event bugfix if using Level 9 Weapons Progression Balance because I'm pretty sure there's a sequence of events in otherwise vanilla SoM that can lock up without it; something like visit the mana tree before beating Tasnica? I think that's possible. Maybe.

You can't visit the Mana Tree before beating Tasnica.
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: Queue on April 27, 2019, 08:13:47 pm
The way I altered the triggered event list and tiles in the Goblin Village will need a more comprehensive adjustment to reactivate the doors and give you control over what they do, but it's definitely possible (and not especially tough, though the left hut is less obvious due to map data compression). To add NPCs (or chests, etc) to the village itself may be a little involved, but if they're kept to new room interiors, probably not too bad.

I tried to keep the data in the ZPS file understandable, so I'll give a little walkthrough (using your No Music hack) of how I'd suggest finding the relevant data you'd want:

Open "SoM Turbo.######.zps" with your favorite text editor. It's a pretty big file now, so Notepad chugs on it a little, but still usable if you're patient.

Search for "by Kethinov" (I marked each imported patch with the author's name and their name for the patch, usually copied out of their readme) until you reach:
Code: [Select]
' Secret of Mana No Music 1.0
' by Kethinov        Apr 2019
It should be the first result as of when I wrote this.

Just below the authorship comment you'll see:
Code: [Select]
ASM <.asm>
FILE <VWF>
FILE <Reloc>
The unnamed ".asm" file is the Vanilla and general case patches (and usually what I mark up with comments the most thoroughly). VWF is the VWF Edition specific patches, and Reloc is the Relocalized-specific patches. To have a Relocalized compatible IPS, it will need to not have the VWF Edition fixups, since Relocalized overwrites VWF Edition data.

Scroll down a little to:
Code: [Select]
&(patches)\NoMusic\Reloc\.asmUnder that are the three relevant offsets (in SNES memory address format, $E12D0C = 0x212D0C as a file offset, since SoM is a HiROM so more or less you can just add 0xC00000 to raw file offsets to get the SNES memory address the ROM's data will be loaded at).

This is the whole No Music hack copied out of the ZPS for viewing here:
Code: [Select]
&(patches)\NoMusic
REQ [Audio]
REQ No_Music

' Secret of Mana No Music 1.0
' by Kethinov        Apr 2019

ASM <.asm>
FILE <VWF>
FILE <Reloc>
&(patches)\NoMusic\.asm

'[Play Sound / Music]
@OFF $C30181
'BEQ $15 ' $0198
BEQ $0A ' $018D

'[Event 0FC: Cannon Fire]
@OFF $C924B3
'RAW 40 02C8 00 CC ' music (Id: 02C8, Fade: 00, Volume: CC) Cannon Fire
RAW 01 0101 01 01 ' nop x5

'[Event 785: Earthquake Noise]
@OFF $CA9526
'RAW 40 0212 00 88 ' music (Id: 0212, Fade: 00, Volume: 88) Earthquake Noise
RAW 02 ' return
RAW 00 ' end

'[Event 78D: Waterfall Hiss]
@OFF $CA9564
'RAW 40 0222 0F 88 ' music (Id: 0222, Fade: 0F, Volume: 88) Waterfall Hiss
RAW 02 ' return
RAW 00 ' end

&(patches)\NoMusic\VWF
REQ [Text]
REQ VWF_Edition
IF Relocalized
REQ FALSE
ENDIF
ASM <.asm>
&(patches)\NoMusic\VWF\.asm

'[Event 0FC: Cannon Fire]
@OFF $E12CE1
RAW 01 0101 01 01

'[Event 785: Earthquake Noise]
@OFF $E2EFF3
RAW 02 00

'[Event 78D: Waterfall Hiss]
@OFF $E2F031
RAW 02 00

&(patches)\NoMusic\Reloc
REQ [Text]
REQ Relocalized
ASM <.asm>
&(patches)\NoMusic\Reloc\.asm

'sig 40 02C8 00 CC 31
'[Event 0FC: Cannon Fire]
@OFF $E12D0C
RAW 01 0101 01 01

'sig 40 0212 00 88 02
'[Event 785: Earthquake Noise]
@OFF $E2F0C5
RAW 02 00

'sig 40 0222 0F 88 02
'[Event 78D: Waterfall Hiss]
@OFF $E2F103
RAW 02 00

You could also uncheck everything except "[Text]" and "Relocalized" in the patcher, generate a patched ROM and rename it, then check "[Audio]" and "No Music" and generate a second patched ROM to then generate an IPS from (against that first renamed patched ROM). Haven't tested that specific combination, but as long as I didn't screw up, that should create a Relocalized 1.7 compatible IPS for No Music.
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: Timbo on April 27, 2019, 09:01:30 pm
If you are going to open up the goblin Village. Would it be possible to also open up are there areas of the game that get closed off, like the pure land?
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: Queue on April 27, 2019, 09:15:58 pm
Not 100% sure which "you" you mean, but I've done as much to the Goblin Village as I personally intend to. Regardless, regarding other areas, probably, though I haven't looked into anything else yet; I had to fix up the Goblin Village for Scroll Hack (etc.) and things just got out of hand. For the Pure Land, I imagine the most painless way would be to add a door (or modify a step-on event, if there is one) somewhere in the map you land at after finishing it that connects back to somewhere earlier that itself has good room connections. Not sure what other fixups would be necessary though. Or maybe when you land it's an on-enter event that dictates what map you're sent to and that can be modified? Again, haven't looked into it, so just guessing wildly. Modifying maps is pretty difficult and time-consuming so I guess any time you can modify events to get the job done instead is good.
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: kethinov on May 02, 2019, 09:07:49 pm
I released another new hack: http://www.romhacking.net/hacks/4494/

This one changes the boss fight music for the first two bosses in the Mana Fortress (Buffy and Dread Slime) from the standard boss fight music to two rather underutilized tracks in the game's score: "Morning is Here" (assigned to Buffy) and "One of Them is Hope" (assigned to Dread Slime).

In the original game these tracks are only heard during some brief dialog sequences just after defeating Dark Lich. Those dialog sequences are so short that it's possible to not even hear the entirety of either track. Playing them during the first two boss fights in the Mana Fortress too gives these two terrific tracks a bit more room to breathe. Plus by this point in the game you are probably tired of hearing the same old boss fight music anyway. Getting to hear these two tense and dramatic tracks instead helps add to the grandiosity of the Fortress.
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: Queue on May 02, 2019, 10:10:32 pm
I already snagged it. Seems like a solid idea. I used a slightly modified "One of Them is Hope" for the Turbo title screen music for the same reason: neat song that you basically don't get to hear.

I'm working on something REALLY stupid at the moment that may prove fruitless, and is taking longer than I'd expected, but here's hoping.
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: kethinov on May 05, 2019, 11:34:18 am
Updated three of my hacks:

- Neko and Watts in the Mana Fortress (https://www.romhacking.net/hacks/4413/): Fixed the VWF issue Queue pointed out.
- Equipment Progression Balance (https://www.romhacking.net/hacks/4422/): Fixed a crash when combined with VWF reported by someone who emailed me.
- Magical Herb (https://www.romhacking.net/hacks/4426/): Compressed the code the same way Queue did in the Turbo patcher.

Going to work on compatibility fixes for Relocalized next. Thanks for the help, Queue!
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: teahouser on May 06, 2019, 02:44:17 am
The file upload says the free hosting period has expired and only premium members can download the file. Would you be able to re upload it so it is available again?
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: Queue on May 06, 2019, 02:11:49 pm
Re-upload of Version 2019-04-26:
https://ufile.io/3n4p2wl7 (https://ufile.io/3n4p2wl7)

I've been trying to use that 7-day file host limit to force myself to get out a new release at least once a week, but what I'm currently working on has taken longer than expected. Sorry about that. The sad part is if I get it working, I'm not sure it'll even be well received, but at least it's been fun to work on (details intentionally left vague).
Title: Re: Secret of Mana, Turbo - Beta 190426
Post by: teahouser on May 06, 2019, 02:30:42 pm
I'm excited to play all of your future creations, your passion for SoM is very refreshing. I got it working correctly on SNES Classic, thank you. The problem was I wasn't using the stock preset ID 10B0, I was using a different one that was only enabling the HD text, the stock ID fixed the gamma issues.

One question, if Relocalized is checked then his white title screen overrides the one you made?
Title: Re: Secret of Mana, Turbo - Beta 190507
Post by: Queue on May 07, 2019, 08:54:57 pm
Version 2019-05-07:
https://ufile.io/2twxfgth (https://ufile.io/2twxfgth)

Changes:
- Rewrote the imported MSU-1 hack using source code graciously provided by DarkShock
- Fixed a crash caused by making a safe save state without the MSU-1 hack enabled, then adding it and loading said save state
- Minor FastROM adjustment and code cleanup
- Removed Relocalized internal ROM name dependency on [[Combat]] section

Okay, time to reveal my madness:
- MSU-1 support for ZSNES v1.51 (official Windows build only, at the moment).

How to use it?
- Make sure [[Audio]], [Enable_MSU-1] and [_ZSNES_MSU-1] are On when patching.
- Download a Secret of Mana MSU-1 sound pack and extract the .msu and .pcm files to the same folder as the patched SoM ROM.
- Use Snes9x-style MSU-1 file naming; there's a batch file in the Turbo readmes folder to hopefully simplify renaming.
- Launch the official Windows build of ZSNES v1.51 (not FuSoYa's 8MB R2 build, nor any other variant).
- Open the "Config", "Sound" menu and set "Sampling Rate:" to 44100Hz.
- Load the patched SoM ROM.

The Turbo title screen song is track number 63 if you want to override it with a PCM file.

I have only tested this on my primary computer so far, so there is the definite possibility this will not work on some system configurations.

I will be releasing a "plugin" version of this MSU-1 support (a dsound.dll file to put in the ZSNES program folder alongside zsnesw.exe), but wanted to get this crazier version tested first.



Example file structure:
SNES\Games\Secret of Mana, Turbo.scm
SNES\Games\Secret of Mana, Turbo.msu (<- empty file)
SNES\Games\Secret of Mana, Turbo-0.pcm
SNES\Games\Secret of Mana, Turbo-1.pcm
SNES\Games\Secret of Mana, Turbo-2.pcm
etc.

It also supports naming a folder RomName.msu in the same folder as the game ROM, where you put the RomName-###.pcm files inside said RomName.msu folder. So, for example, you could have:
SNES\Games\Secret of Mana, Turbo.scm
SNES\Games\Secret of Mana, Turbo.msu (<- this is a folder)
SNES\Games\Secret of Mana, Turbo.msu\Secret of Mana, Turbo-0.pcm
SNES\Games\Secret of Mana, Turbo.msu\Secret of Mana, Turbo-1.pcm
SNES\Games\Secret of Mana, Turbo.msu\Secret of Mana, Turbo-2.pcm
etc.



teahouser, thanks for the vote of confidence. Yes, currently Relocalized recoloring the title screen logo isn't a separate option. I personally like the original yellow, but haven't gotten around to adding in some configurable option for it yet.
Title: Re: Secret of Mana, Turbo - Beta 190507
Post by: teahouser on May 07, 2019, 10:39:34 pm
I also really enjoy your yellow title screen with your added Turbo logo, very sharp and matches the OG SNES box art spot on. If kethinov Timbo could supply you with a version of his Relocalized patch that doesn't touch the intro gfx at all, or you add an option to override his intro with yours when using Relocalized with Turbo.

I play on SNES classic so I'll unfortunately not be able to take advantage of all the work you've done with MSU-1 support but it is very impressive non the less.

Title: Re: Secret of Mana, Turbo - Beta 190507
Post by: Queue on May 07, 2019, 10:53:57 pm
Timbo has already provided me with the offsets for the palette change (the vanilla offset is actually commented within the Turbo ZPS file already), I just haven't added an override yet; it doesn't take that much effort, but it's still more than zero and I only have so much time in a day.



Next update will have another old nit-pick fixed:
(https://i.imgur.com/rzDrabe.gif) -> (https://i.imgur.com/WwHojEd.png)
Title: Re: Secret of Mana, Turbo - Beta 190507
Post by: Sogeking666 on May 10, 2019, 11:33:52 am
Finally got to try your hack, tremendous work, thanks man!!!

Just wish there was a way to keep the US music for the intro... could it be included somehow in a future version?

Still, with the MSU soundtrack, makes an amazing fresh experience. Thanks again!
Title: Re: Secret of Mana, Turbo - Beta 190507
Post by: teahouser on May 10, 2019, 07:24:45 pm
Finally got to try your hack, tremendous work, thanks man!!!

Just wish there was a way to keep the US music for the intro... could it be included somehow in a future version?

Still, with the MSU soundtrack, makes an amazing fresh experience. Thanks again!

To have the original intro music you must uncheck the "Turbo logo" in the title screen patch options. You won't have the added Turbo logo displayed unfortunately, but the music will be back to stock.
Title: Re: Secret of Mana, Turbo - Beta 190507
Post by: kethinov on May 10, 2019, 07:29:29 pm
Next update will have another old nit-pick fixed:
(https://i.imgur.com/rzDrabe.gif) -> (https://i.imgur.com/WwHojEd.png)

Wow, how did TCRF not catch that (https://tcrf.net/Secret_of_Mana_(SNES))? Nice find. I always wondered what that glitched graphic was. That looks so much nicer.
Title: Re: Secret of Mana, Turbo - Beta 190507
Post by: Sogeking666 on May 11, 2019, 07:54:48 am
To have the original intro music you must uncheck the "Turbo logo" in the title screen patch options. You won't have the added Turbo logo displayed unfortunately, but the music will be back to stock.

Perfect thanks!!
Title: Re: Secret of Mana, Turbo - Beta 190507
Post by: Hybrid Divide on May 13, 2019, 02:42:12 am
Queue Thanks for the fantastic work, but I do have one request, and one bug I can't seem to figure out.

Bug: I left the "Pause" stuff for safe save states and such checked, and when I press start, the game is paused.  BUT on an Analogue Super NT, at least, resuming the game is very touchy.  You have to press start very quickly, or it just pauses the game again.  And on higan, pressing start to pause the game makes me unable to resume the game at all!  The music is still going, but I can't un-pause the game at all.  Help!

And my request: Is there any way to restore the colored buttons on the control menu to their japanese versions instead of the two different shades of purple that we got in the US?  I realize this could affect the colors on the action grid screen a bit, too.  But the option to change those buttons would be nice.

(https://tcrf.net/images/thumb/c/c6/Seiken_Densetsu_2-Buttons.png/256px-Seiken_Densetsu_2-Buttons.png) instead of (https://tcrf.net/images/thumb/4/49/Secret_of_Mana-Buttons_US.png/256px-Secret_of_Mana-Buttons_US.png)

Thanks!

EDIT: Another small bug I've found is that when starting a game, after you enter your name, when you hit the button to start the story intro, either some patch garbled the sound, or a 2nd sound is triggered at the same time, but it sounds off compared to the original unaltered game.  (Hope I was able to explain that right)
The only audio options I have enabled are the unused fanfares, and attack sounds restarting.  Again, thanks in advance!
Title: Re: Secret of Mana, Turbo - Beta 190513
Post by: Queue on May 13, 2019, 09:39:58 pm
Version 2019-05-13:
https://ufile.io/fwiw1x3w (https://ufile.io/fwiw1x3w)

Changes:
- ZSNES MSU-1 support improved, see details after this abbreviated change list
- Slight tweak to PCM renaming batch file (in the readmes folder) to copy song 55 to 63
- Verified and incremented Kethinov's "Magical Herb" and "Neko and Watts in the Mana Fortress" patch version numbers from 1.0 to 1.1
- Added Kethinov's "Different Boss Music for Buffy and Dread Slime" patch
- Added a new [Miscellaneous] category and moved New_Game_Plus, Restore_Kettle_Kin, Restore_Aegagropilon and Revisit_Goblin_Village to it
- Added Graphics\Japanese_Button_Colors (which also reverts the Action Grid purple color)
- Unhid Audio\SFX_Channel_Limit by Mop; it's been in the ZPS file for a while, it's disabled by default
- Split the Turbo title screen song off to its own option under [Title_Screen]
- Added Title_Screen\Override_White_Palette
- Added Bug_Fixes\Tsunami_Scramble_Fix

ZSNES MSU-1 Changes:
- Fixed some mistakes I'd made in v1 support
- Added MSU-1 v2 support (ability to save and resume track position for one song at a time)
- Added support for save states (saving, loading and rewinding)

Still no 'fast forward' / 'slow down' support for MSU-1 audio and still requires ZSNES audio output to be set to 44100Hz. I'm working on it.



Hybrid Divide, I don't have an answer for you regarding safe save state pausing yet, still need to look into it.

For the audio issue, it's probably a side effect of Audio\Restartable_Attack_Sounds (pretty sure the character naming screen tries to spam sound effects). I'll see if I can come up with a reasonable solution but no promises.

I did get the Japanese / Super Famicom-style button colors you asked about working (in the [Graphics] section). It was surprisingly tricky to figure out; the red, green and yellow colors all still existed in the US release, blue was changed to purple and one Action Grid color was changed into the pink-ish button colors. They added a helper function to the code that preps the various buttons for video memory that was recoloring the buttons and overriding their palette color choices (so I disabled said helper function call). Hopefully there aren't any side effects to that. I did revert the Action Grid color when this feature is enabled as well, but technically it's not mandatory for the buttons to get their Super Famicom coloring.
Title: Re: Secret of Mana, Turbo - Beta 190513
Post by: Hybrid Divide on May 14, 2019, 04:02:05 am
Queue Hey, thanks a lot!

I'll look into the audio thing a bit more and let you know if I find anything.  ;D