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Messages - zhade

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1
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: February 08, 2019, 04:40:02 am »
my keboard is having trouble, ill have to make it short

1) How are options in the [Options] section at the top of the file defined?
I use an assembler I made with multiple asm and def files and others that outputs all that crammed into the zps file. "options" is what I call the different features that can be picked. Looking at the zps of the v0.18 right now I see that theres [options] followed by [end options].. at the top of the file.. the options are defined in project.aps maybe it used to be different i dunno
2) In the block of text that defines the checkboxes, the first number indicates whether the checkbox is visible, the second whether it defaults to on or off (though this seems to not work if the checkbox is visible, only if invisible). What is the third number?
its the how close to being complete/well tested the option is. the patcher doesnt use it tho
3) What assembler syntax is this? I've figured it out well enough to use, but if documentation exists somewhere, it'd be nice to be able to reference. Searching the internet has only yielded 65c816 ASM with fairly different syntax than occurs in your ZPS file.
My assembler has its own syntax, I can help with it if you have questions
4) Do DEF's in the assembly code work? They don't seem to...
they define a replacement , maybe the code in the zps already has the code replaced ?
 like the original code could be :" ;x2(LSR) , which is then interpreted as 2 LSR. because ;x2 has been defined to be replaced by :
%1
%1

(%1 is replaced by 1st argument, in that case LSR)


5) Is ? the only comment character?
6) Does your original ASM have comments that were stripped during ZPS concatenation and that's why there are huge blank areas?
yes, and "?" is used for description of a function, like if you put the mouse over a function youll have a box poping with the description
7) Like RAW and ADR, is there an assembler directive (or pseudo-opcode, or whatever) for ASCII text (or other data not in hex form)?
not really.OP will take an operation and write its coresponding opcode value.
8) In MULTI_gameplayControls(), what were you trying to do with WDM? Those instructions crash the Canoe emulator, so I had to burn some time figuring out why an SNES Classic was imploding after trying to start a New Game. After figuring that out though, your mod works beautifully on it.
I wanted to use WDM which usually do nothing as "start" and "end" and count the cycles in-between with some modification to geiger's snes9x debugger. I must have forgot to remove it
9) Does anything rely on FPS_DEBUG? I'd like to disable it without side-effects, and I'll eventually double check any variables it sets, but figured I'd ask to save myself the trouble.
It should really be off by default actually, and Setting it off should make it do nothing so there should be no side effects
10) What's the purpose of the SRAM Checksum Bypass? With it enabled, any empty saves show garbage (and hang if you try and load one). Disabling it has seemed harmless, but also figured I'd just ask.
At some point I wanted to be able to edit sram in an hex editor but each time I had to update the checksum or the game would be treated as corrupt, so I added a thing that bypass the check when the checksum is set to "ffff". It didnt seem to cause trouble 

anyway, if you want to edit my code or use the zps format to make your own stuff, it would be much easier with the assembler and the original code with comments and all. we should chat on discord so I can send it to you and explain how it works a bit.

2
Gaming Discussion / Re: Snes.party!
« on: September 08, 2018, 05:43:20 pm »
Man ! that looks so neat ! thx for the info ! will try as soon as I find someone and report on the latency

3
ROM Hacking Discussion / Re: Screenshots
« on: September 07, 2018, 04:41:22 pm »
Could play some new mmx levels for sure ! keep it up !

4
ROM Hacking Discussion / Re: Mega Man 3 Against The World hack ?
« on: September 07, 2018, 04:38:18 pm »
"MM3 ATW ips 2.ips" filesize is larger, looking quickly in an hex editor, it seems very similar.. that one probably just has a little more stuff than the other one, no idea what but if you want to be sure to use the "best" one I guess you cant go wrong with that one.

5
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 12, 2018, 11:25:23 am »
Nevermind, the patch is awesome especially for multiplayer, any plans on reworking the spells leveling up? It is still to grindy and too little mp.

Yeah, with the magic cooldown stoping you from casting spells one after the other it's even more grindy to level up spells..

Altho I liked that it made it harder to grind levels at first.. Sometimes you just want to reach the next level.. like if you got killed by a boss who is weak against a certain element, you might want to just reach the next level of that element before giving it another try..
The thing is.. even for just 1 level it can take forever..

I think one way would be to decrease the amount of exp needed to level up but also decrease all spells powers to compensate.
Attack spells, even with the cooldown, are way OP anyway and reaching level 8:99 is normally only possible if you grind like crazy.


Until then, heres some stuff that can help make it less tedious:

- Enable [Spirits_Default_Levels] so spirits obtained later don't start at level 0
- Casting a spell in a combat map(any map where weapons are out) grants twice the spell experience (From vanilla).
- There is 3 spell cooldown lengths: the Longer ones (attack spells / Cure Water) take 3x more time to recover from compared to Short Ones (Sabers, Buffs/Debuffs)
- Casting a spell using a quickspell hotkey reduces the cooldown time a little compared to casting from the ring menu (Risky, but useful during boss fights)

Casting a low cooldown time spell with a quickspell hotkey makes the cooldown last something like 1 second, finished before the caster can move..


Is there an option to have a different setting for number of items you can have? In the HD remake they have 4, 8, and 12. Odd, number choices. There was also a patch for the rom (by Masterflow) that made it so you can have 9 of each item like in Seiken Densetsu 3's inventory. Having more of an item obviously makes the game easier (depending on the cost of the item in question). Perhaps a way to balance would be by making certain items cost more than usual. Candies should stay cheap, but really important items like Cup of Wishes and Faiery Walnuts should stay pricey so that you have to kill more enemies to be able to afford them.

The 9 items patch is compatible with this mod if you want. I think 4 of each items is OK personally.
Raising the prices would only make a difference in the beginning of the game when you have less money. I remember how in Masterflow's hard SoM cup of whishes costed so much I had to grind a bit just so I have 2 to fight against spikey tiger. It was fun, but Later-on its only spare change tho..

Hum.. I have an idea, It could be interesting if items cost goes up depending on how much you carry.
Say you buy a cup for 150, then the next costs 300, then 600, then 1200 for the 4th etc. doubling each time !
That should keep you from having 9 of each items until very late in the game.

I have no idea how it could be explained that the shop keepers set their prices that way story-wise tho lol:

- "I'd like a candy"
- "20 dollars !"
- "No, wait, make it two !"
- "60 dollars then ! Oh.. but.. I see you already have 1 in your pocket.. it'll be 140 in that case.."
- "What the..?? ... hey, don't look in my pockets ! How about I sell you my candy then ?"
- "Ohhh... ohh.. I already have a hundred.. I wouldn't be able to afford another one even if I sold my house.. (unless maybe if I sold it to watt's.. he already owns at least 4 houses himself.. so..)
- "Hum.. Sure.. I see.. well good luck with your business.. i'll go try dealing with that cat-person again instead.. should be less weird.. even with the cat puns.."





6
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 02, 2018, 09:49:47 am »

is the bug solved when playing with 3 human players that you can self-target your friends with damage spells?

I don't remember a bug beign caused by playing with 3 human players but I rewrote the quick casting thing from scratch and in the old ".ips" version you could cast any spell on any target(s)... The new system have you chose the spell before the target so it only allows picking between the right target(s) for the spell like when casting from the ring menu.

And that Quick cast magic only works for player 1.  If player 3 binds heal spell, player 1 can quick cast that spell for him?

In the new system, all players use the same "hotkeys", there is a quickspell ring for purim and one for popoie so 8 spell can be bound for each magic user: video
In the old version a player couldnt force a character controlled by another player to cast a spell.. I think there is no such restriction in the new version.. I thought I would let the players decide and just not do it if they think its annoying..

The new version uses a ".zps" patch that comes with a patcher that lets you select which features you want.. If you were indeed talking about this and not the old ".ips" patch, these are bugs I wasn't aware of.. I didn't test everything with 3 players so it wouldn't surprise me if I missed somehing


7
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: July 20, 2018, 06:01:51 am »
I have not been very active here recently but here's v0.18
I'll

Changes from v0.17:

[ Updated Features ]:

- "Saving to SRAM"
    Fixed a bug causing popoie top left hotkey to not be saved

- No_Damage_While_Recovering
    Fixed a bug causing AI to not attack uncouscious characters
    Enemies will target characters even if they are recovering

- Dont_Despawn_Chests_When_Full
    Fixed a bug that made this feature completely broken

- Reduce_Moon_Saber_Healing
    The character doesnt play the yayy animation after each hit
    Healed HP is 1/2 the damage dealt (from 1/4 in 0.16)

- Better_CPU_Allies
    (test) Increased the AI view distances
    (test) Modified some of the allies AI behaviours

- Dont_Despawn_Chests_When_Full
    Fixed a bug that made higher level enemies always give bandanas..

Changes from v0.18:

[ Updated Features ]:

- Better_CPU_Allies
    (test) Completely re-wrote allies AIa


The new allies AI doesn't take the ACT settings into account. Its still a WIP but I personally really enjoy the way they engage more into fights. They approach enemies/attack if their power% is at 100, otherwise they flee. They will also flee (even with 100%) if their target is currently attacking (it seems to only work with some enemies/attacks, and it can falsely take some other animations for attacks ie. sneezing goblins). They wont come back to your character if you are getting too distanced if there is still an enemy close to them... running makes them stop what they are doing and follow the leader.

8
ROM Hacking Discussion / Re: Snes9x base address
« on: June 23, 2018, 10:57:30 am »
Im not sure I understand what you mean about the base address.. you mean fixed pointers like the ones I posted for geiger's snes9x ?

Im sorry I don't. But It probably can be found easily by loading a ROM and then searching in the program's RAM for the first few ROM bytes.
Using cheat engine for example, Search for the first like 6 Bytes of the ROM, once you locate it, Search the RAM again for the memory address where it starts and you'll have the ROM pointer, which should be static.
Logically, Other important pointers like VRAM, RAM etc.. should be close-by.

Just remember to to flip the bytes order when searching for the pointer like I said.
If you find the ROM Bytes at address 0x10804020, you'll want to search for 0x20408010

Also, snes9x has many open-source ports, if the source code is available for this one, it might help to figure out the other pointers close to the ROM pointer

9
ROM Hacking Discussion / Re: YouTube/Google Video thread
« on: June 10, 2018, 10:41:36 pm »
Messing around with secret of mana, trying to test how far the game "accepts" changes.
The results can be quite funny sometimes : youtube :D

10
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: May 23, 2018, 04:34:46 pm »
ill look into that, im mostly interested in the part where you can bind spells to buttons so you don't need to interrupt combat. your mod has that and it sounds great. do any of the mods you mentioned do that for sd3? or do you know of any that do? my friends and i are about to play secret of mana with your mod and after that were gonna move on to sd3 it would be very helpful.

I don't think there is any spell binding mod for SD3. Even tho its fun to not have to interupt (especially when playing with a second player), during a fight you have to be very fast at picking your spell/target(s) since 1st: you are a sitting duck, an enemy might hit you. 2nd: no interuption means that timers are still running.. IE say a boss could have a timer set to 20 seconds that goes down and once it reaches 0, the boss casts an attack spell and restarts the timer.. the time you spend selecting spells/target(s) should be the least possible. I personally probably think too much about this and overdo it.. So I end up casting cure on the character with full HP instead of the one with critial health. So in harder fights I think its wiser to use the menu anyway and IIRC in SD3 you dont cast as much as in SoM so I dont think its really needed.

btw, on my som mod, if you use magic_recharging, it will take 25% less time to recharge if the spell was cast from a hotkey, giving you something for taking the risky choice

V0.16 <--- this has the saving issue fixed
It has some known bugs in it that I already fixed for futur V0.17 which ill post very soon.. along with the list of changes for V0.16 and V0.17

11
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: May 12, 2018, 02:09:28 am »
just wondering if you ever thought about doing something like this for seiken densetsu 3?

No, I am only focusing on som. There is a "Hard Type" mod by 3Praetarius for sd3 on insane difficulty that fixes many bugs, balances the classes , makes the 3rd class less of a chore to obtain and more.. (note that there is also an easy version)
SD3 Hard Type on insane difficulty

12
ROM Hacking Discussion / Re: Help With ASM!
« on: May 07, 2018, 06:08:22 pm »
I am afraid, then, that I will have to abandon the idea of modifying the script. I do not have time to learn ASM and it seems quite complicated.

I too thought that ASM looked too complicated for a long time and kept away from it.. but later found out its really the simplest language there is in a way.. its so simple that making something that would be easy in a "normal" programming language can be harder.. but it doesnt take time to learn the basics and be able to figure out what some bit of code does / how to modify it so it does what you want. you might run into some commands you dont know sometimes and have to learn a bit more, but there is not so much you have to learn to get you started. Probably less than any other language actually.

13
ROM Hacking Discussion / Re: Snes9x base address
« on: May 07, 2018, 05:48:51 pm »
I ran into the exact same problem, took me quite a while to figure it out, but its really simple:

Even if the emu allocates different RAM region each time, it uses the same pointer to refer to it, which is at a static address
To find it, first find the ROM region then search in the RAM for the address of the the start of the ROM region (but byte reversed, like for "123456" you would search for "563412".

If you are using Geiger's Snes9X debugger:

[006C052C] {x 4} pointer to RAM
[006C0530] {x 4} pointer to ROM
[006C0534] {x 4} pointer to SRAM
[006C0538] {x 4} pointer to VRAM

I have kept a doc with some more RAM addresses if you want more.. dont know if it defers with other versions of snes9x or not

14
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: April 26, 2018, 03:03:34 pm »
zhade you are a genius i love this game for so long and with the upgrades i love more but there is something wrong every time i use the patch i play normal but every time i try to save the game it goes black screen i do not know want causes but i think its something on your patch. Keep the good work and please see if you can fix my problem thanks sorry for my bad English.   :thumbsup: :thumbsup: :thumbsup: :thumbsup:
Oh it seems I have let an error slip into my SRAM saving routine when Equip_2nd_Weapon is OFF, ill have it fixed in the next version, thx for the info  :thumbsup:
Just set Equip_2nd_Weapon to ON if you want to save using on SRAM.

State-saves have a very high chance of not working on a ROM with a different version / different option choices and crash the game badly (if not the emulator too..)
To work around this, I have made a "safe pause" state that you activate by holding B and pressing Start
During the time the screen is flashing, save-states saved will work on any other version/option choices.


15
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: April 18, 2018, 12:41:34 am »
First heres V0.14 : Download V0.14

Im actually almost finished with this mod, only need to fix some bugs and do some polishing.. then i'll have something that I find satisfying enough to call it a V1.0
I still have some ideas of stuff that could be improved so I will most likely add more stuff later...

I have a tendency to forget to keep info up to date (like you can see with the first post of this thread that I used to update some years ago..) so I guess Ill make a page on RHDN once I have done all I want to do for V1.0. That way ill write some readme file and a nice description at the same time and then if I update it later on there should not too much that changed so the description of each option visible when using the patcher would do.
I want to wait till its ready also because it will be a kind of big moment for me since I worked on this for so long to finally post the finished thing on a page on RHDN lol  :laugh:


16
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: March 22, 2018, 07:49:48 am »
Beat the gigas. Would it be possible to put Neko at the gaia's navel entrance after entering the underground palace? It's a bit of a trek back to his shop if you need to resupply here.
Isn't he there at this point ? like in the cave entrace to the right that leads to the shortcut to watts ?

Hotkey casting has worked pretty well, although I'm finding it annoying that it gets interrupted when the boy is hit by something. Menu casting is safer in narrow areas or against bosses. Also, how long should it take to get cure water to level 2, and does it need to actually heal HP to gain exp? I used it like 30 times to check but it didn't level up.
You can view your current exp/progression towards the next level in the "level" menu by pressing R. Note that there is a maximum level that goes up when you touch a new mana seed so when fighting gigas for example, the maximum level of undine is 1. It doesnt matter if the spell has any real effect, like you can cast remedy without having any status effect or cure while already at full HP. You gain more spell exp in "combat maps" tho, which I learned just a little while ago, so instead of casting cure in repetition in a INN, try going just outside the village or any map in which weapons are out and you will get twice as much exp.

There might be a bug where when you reload, hotkeys are removed. But it could be because I've also used savestates.
Hotkeys are not yet saved when using the normal game save, it will in the future tho, i've disassembled the saving code and found that there is actually lots of space for more data to be saved so it should not be a problem. Im just waiting to make sure I dont have some other data that I would like saved or else you possibly wouldnt be able to load your game from a previous version

17
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: March 16, 2018, 02:33:45 am »
Thanks, I didn't realize you had started over in a way. No I meant before patching at all in regards to strong/weak attacks.

Some impressions after playing to gaia's navel with the latest version, all features included:
1. Not sure this has anything to do with the hack and it's a minor thing but I noticed rabites sometimes getting locked into an "escape" behavior and repeatedly moving into walls, making them sitting ducks.
This is normal behaviour, in their AI there is something that makes them do this when their HP is below a certain amount

2. There was some discussion about changing direction while running earlier, did you decide against it after all?
No, I plan to include this in a latter version

3. I'm not finding the manual block very useful on its own, which is a shame because I like the idea of replacing auto-block.
Fighting the early enemies, I go up and hit them and if they manage to attack too their hit takes priority, and there's no chance to block manually. If I managed to hit first, I'm better off just moving away and coming back since most attacks are too hard to read in the short window you can block without wasting stamina (understandable since the original wasn't designed with this in mind). If you hold and waste stamina then you can't retaliate effectively so there's not much point really. 
Against the mantis ant, its projectile was kinda glitchy (snes9x issue?) meaning it would sometimes become invisible while moving towards me, so I couldn't block that attack consistently without holding the button down for longer.
Indeed, im finding the manual block to be kind of useless in lots of situation lately.. altho Giving a longer window would make it OP IMO. I still use it sometimes in very specific situations like if there is an enemy using ranged attacks in a narrow corridor or if I end up in a corner / have nowhere to move away while recharging stamina, especially since the enemies get up much faster with "faster enemies". I think it is ok like this, so you still have to use the normal strategy of moving away as you recharge stamina, but have a little extra ability if needed. I guess I could increase the window just a little bit tho.

There's also the issue of charged attacks not taking priority over regular enemy attacks (at least not at the beginning of the animation?). I don't remember how it worked in SoM without the hack exactly but in Evermore, you would still perform the attack after an auto-block if you kept pressing attack which helped make this less annoying. I read through most of the thread again and I agree you should be able to take damage while charging but having the attack itself misfire completely is pretty annoying, maybe it could hit at the same time as you also take a hit?
Yeah, in the old ips patch I added something that made you invulnerable while unleashing a charged attack, I think i'll add it again. It is just so frustrating to have wasted time charging for northing

If manual blocking without auto-block is to be a good alternative I think the timing should be more lenient (like 1-2 more seconds at least) so you can have this attack->block->attack rhythm without moving away as much. And if this is too easy then maybe the block should only cover the front of the player sprite, provided that's actually doable.

4. I played through SD1 recently and I felt the player's attack power was better scaled with the stamina meter there. We discussed this early on and you talked about looking into it, so is there any update on that?
The flow of battle gets a bit better with an ally and with them acting faster now (although with more aggressive enemies the girl is getting killed very easily), but maybe for the future Easy mode or if you don't want to change how blocking works, a more proportional system (or just a faster default charge) would be nice.

5. Don't think this is related to the hack either but I've noticed the archers in the forest can't be hit in succession like previous enemies, you'll always miss if you don't wait until they're not stunned anymore, whereas with other enemies you'll generally hit after a bit of a delay. Maybe something to look into.

March 16, 2018, 02:43:55 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Thanks, I didn't realize you had started over in a way. No I meant before patching at all in regards to strong/weak attacks.

Some impressions after playing to gaia's navel with the latest version, all features included:
1. Not sure this has anything to do with the hack and it's a minor thing but I noticed rabites sometimes getting locked into an "escape" behavior and repeatedly moving into walls, making them sitting ducks.
This is normal behaviour, in their AI there is something that makes them do this when their HP is below a certain amount

2. There was some discussion about changing direction while running earlier, did you decide against it after all?
No, I plan to include this in a latter version

3. I'm not finding the manual block very useful on its own, which is a shame because I like the idea of replacing auto-block.
Fighting the early enemies, I go up and hit them and if they manage to attack too their hit takes priority, and there's no chance to block manually. If I managed to hit first, I'm better off just moving away and coming back since most attacks are too hard to read in the short window you can block without wasting stamina (understandable since the original wasn't designed with this in mind). If you hold and waste stamina then you can't retaliate effectively so there's not much point really. 
Against the mantis ant, its projectile was kinda glitchy (snes9x issue?) meaning it would sometimes become invisible while moving towards me, so I couldn't block that attack consistently without holding the button down for longer.
Indeed, im finding the manual block to be kind of useless in lots of situation lately.. altho Giving a longer window would make it OP IMO. I still use it sometimes in very specific situations like if there is an enemy using ranged attacks in a narrow corridor or if I end up in a corner / have nowhere to move away while recharging stamina, especially since the enemies get up much faster with "faster enemies". I think it is ok like this, so you still have to use the normal strategy of moving away as you recharge stamina, but have a little extra ability if needed. I guess I could increase the window just a little bit tho.

There's also the issue of charged attacks not taking priority over regular enemy attacks (at least not at the beginning of the animation?). I don't remember how it worked in SoM without the hack exactly but in Evermore, you would still perform the attack after an auto-block if you kept pressing attack which helped make this less annoying. I read through most of the thread again and I agree you should be able to take damage while charging but having the attack itself misfire completely is pretty annoying, maybe it could hit at the same time as you also take a hit?
Yeah, in the old ips patch I added something that made you invulnerable while unleashing a charged attack, I think i'll add it again. It is just so frustrating to have wasted time charging for northing

If manual blocking without auto-block is to be a good alternative I think the timing should be more lenient (like 1-2 more seconds at least) so you can have this attack->block->attack rhythm without moving away as much. And if this is too easy then maybe the block should only cover the front of the player sprite, provided that's actually doable.

4. I played through SD1 recently and I felt the player's attack power was better scaled with the stamina meter there. We discussed this early on and you talked about looking into it, so is there any update on that?
The flow of battle gets a bit better with an ally and with them acting faster now (although with more aggressive enemies the girl is getting killed very easily), but maybe for the future Easy mode or if you don't want to change how blocking works, a more proportional system (or just a faster default charge) would be nice.
Yeah, hitting before 100% is pretty useless as it is.. I dont remember the equation, but at 50% there resulting damage is more like 15% or something.. since the enemies get up faster and all, I guess I could make it more proportional maybe something like 30%. It still cant really be actual % or else it would be too easy to just attack repeatedly and stun-lock enemies to death

5. Don't think this is related to the hack either but I've noticed the archers in the forest can't be hit in succession like previous enemies, you'll always miss if you don't wait until they're not stunned anymore, whereas with other enemies you'll generally hit after a bit of a delay. Maybe something to look into.
Didnt notice this, ill check this out


Sorry for the last 2 posts, some keyboard shortcut I made keeps triggering "back" on my browser for some reason lol

18
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: March 14, 2018, 07:13:37 am »
Thanks for all the updates, thought I'd try playing this again now. I've tried to mention it in any forum discussion since the remake was released. :)

A few questions:
-Can you explain your reasoning behind the "no default equipment" feature?
Just making the very beginning of the game a little more challenging and make it so shops are not selling a useless item
-What is the magic recharge time on Easy?
There is no difficulty setting right now, the magic recharge time is 10sec. I plan to make some spells take less or no time otherwise in the case of Purim, using spells other than cure can be risky
-Spirits default levels - what does fully customizeable mean here?
-How did strong/weak attacks work in the original again, was it just a random animation change?

March 14, 2018, 07:15:56 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Thanks for all the updates, thought I'd try playing this again now. I've tried to mention it in any forum discussion since the remake was released. :)

A few questions:
-Can you explain your reasoning behind the "no default equipment" feature?
Just making the very beginning of the game a little more challenging and make it so shops are not selling a useless item
-What is the magic recharge time on Easy?
There is no difficulty setting right now, the magic recharge time is 10sec. I plan to make some spells take less or no time otherwise in the case of Purim, using spells other than cure can be risky
-Spirits default levels - what does fully customizeable mean here?
In the patching program, click on "Advanced", a bunch of variables can be customized in there, including the starting level of each spirit
-How did strong/weak attacks work in the original again, was it just a random animation change?

March 14, 2018, 07:22:12 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Thanks for all the updates, thought I'd try playing this again now. I've tried to mention it in any forum discussion since the remake was released. :)

A few questions:

-Can you explain your reasoning behind the "no default equipment" feature?
Just making the very beginning of the game a little more challenging and make it so shops are not selling a useless item

-What is the magic recharge time on Easy?
There is no difficulty setting right now, the magic recharge time is 10sec. I plan to make some spells take less or no time otherwise in the case of Purim, using spells other than cure can be risky

-Spirits default levels - what does fully customizeable mean here?
In the patching program, click on "Advanced", a bunch of variables can be customized in there, including the starting level of each spirit

-How did strong/weak attacks work in the original again, was it just a random animation change?
If by in the original you mean the "old ips version", it was kind of similar, pressing forward + attack resulted in a Strong attack that has a "thrust" animation, pressing attack alone resulted in a Weak attack (less damage, but power% drop to 30% instead of 0%). Now both attacks deal the same amount of damage/take as much time to recharge but the animations have been changed to make is so both have their situation where it is preferable


19
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: March 12, 2018, 08:49:03 pm »
New version, fixing a bug from last version
Download V0.10

Is there a patch available with just the code that stops the AI from getting stuck? I think that's the thing I want to apply most!

The patcher that comes with the patch lets you select which feature you want, so just uncheck all the others ;)

20
Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: February 28, 2018, 11:02:02 am »
Finally, here's v0.08, virtually all bugs that I have been made aware of have been fixed:
Download

As always, if you want to load a game from an earlier version, use the in-game save (no save states).

Sorry I don't have time to anwser to your replies right now, hopefully, most issues will be resolved by updating to the new version.

Information about each features are available when using the patcher (erm.. aside from the quick spell menu)
All features that are available to choose work. (some like strong and weak attacks are still a WIP.. but nothing bad should happen :P)


If you want to contact me here is the Discord Server for the project : https://discord.gg/cMYx3RH


Just one thing: can't find the post but someone said he had trouble in pureland where a scene soft-locks. I think this has something to do with one of the features that deals with the screen scrolling: try using an in-game save, or try a "safe save-sate": saving while exiting the ring menu, as the icons are scaterring but still visible.. (it might cause a crash anyway tho.. in-game is more safe..
repatch your rom with Walk_To_Edges / Cpu_dont_block_screen turned Off and try again.


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