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Messages - kethinov

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Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: November 08, 2017, 07:05:00 pm »
Sorry, I get back to you right away. Here is the link to that version; https://www.dropbox.com/s/bfv0wzfn2qdx13r/SOM-NewGameplayImprovementV007.7z?dl=0 The password to the file is " somisdabomb ", without the quotes of course. I passworded it to keep Dropbox, or anyone/anything else from falsely flagging it. As a general rule do scan with your preferred AntiVirus/AntiMalware, not that there's anything there.

You've been using the wrong utility. It does come with it's own, and it's easy to use! Enjoy!

Note to Zhade, sent you a private message. Let me know if that's a thing.

Ah that was it... 0.10.ips and 0.07.zps with the custom patching tool are totally different things following two different version counts. I get it now. That custom patch selector is awesome!

I don't know if this has been mentioned elsewhere yet but I found a couple bugs in 0.07.zps with the custom patching tool (tested in SNES9x 1.53):

Manual Block: Crashes a lot.

Faster Enemies: Enemy walking is isn't always smooth. For example, Rabite look great, but Mushbooms walking looks janky, as do Lullabuds.

Edit:

Also the moderators here just approved my very first ROM hack, a hack to SoM that rebalances the drop table: http://www.romhacking.net/hacks/3732/

I have successfully tested it in combination with this hack. They are compatible. :) My work on the drop table hack pales in comparison to the amazing things the rest of you have done, but I'd like to think this is a hack that adds value. In fact I tested my drop table hack in combination with several others, including the variable width font hack, propercase hack, item9 hack, and both variants of zhade's gameplay improvement hack (the 0.10 ips and the 0.07 zps). When applied in the correct order, they all work well together. :D

A poster earlier in this thread had suggested making it possible for a chest to give you a lesser item if you are already maxed out on the main prize. I think my drop table hack solves that problem indirectly because it increases the odds that you will get useful consumables from every monster. Now it won't feel like so much of a waste if you get an item you're already maxed out on because nearly all commonly used items (healing items and faerie walnuts in particular) are easily restocked from monster chests now. This will decrease your inhibitions to use them and your frustration that you could've used one just prior to opening the chest in order to get a freebie. (Especially if you apply the item9 hack too.) I spent many, many months playtesting the drop table changes and slowly refining them to make sure that even with repeated playthroughs and a lot of random chance thrown in it still feels well balanced, or at least better balanced than the original.

One point to note about it though is by itself my hack will decrease the difficulty of the game slightly, which may not be your cup of tea if you're looking for increased difficulty mods. But my emphasis wasn't on difficulty so much as natural progression. My focus was minimizing occasions where monsters drop obsolete equipment and reducing how often you have to do grinding. But if you're looking for increased difficulty, you could always apply zhade's "hard mode" hack from this thread on top of my drop table rebalance since they are compatible. I think they work well together.

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Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: November 06, 2017, 08:50:31 pm »
How? I don't see a way to deselect anything when applying either 0.7 or 0.10 via snesROMUtil.exe 2.1.0.0.

Edit:

If you're referring to this post http://www.romhacking.net/forum/index.php?topic=20093.msg334213#msg334213 the download link is 404ing now... :(

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Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: November 04, 2017, 08:54:35 pm »
(also note: the selection finger is blue, pink or green depending on the character of the player who is targeting so it doesnt get confusing if 2 players target at the same time)
- Right now, binding is not done so purim and popoie have temporary hard-coded spell shortcuts. Thats why popoie has cure for example.
What still needs to be done (aside from binding) is multiple-targeting, as well as "proper targeting" like not beign able to target an ally with attack spells for exemple, also, targeting only dead allies with the regeneration spell etc.. basically make it the same as when you do it from the menu.
- The fact that targeting is "live" also add some stuff that needs to be dealt with like switch to the next available target if the current one dies/goes out of screen etc.. cancel targeting if the caster doenst have enough mp anymore or dies or anything that would prevent it from being able to cast the chosen spell. failing to deal with some of these can have results ranging from exploitable glitches to crashing/freezing the game completely so I have to make sure I think of everything that could cause trouble, howerver unlikely some situations might be.
- I also want to make the spell icon greyed if the caster doesnt have enough mp or is magic-recharging.
- And then.. make it so the character actually cast the spell lol.. but that shouldn't be a problem since I still have the code for the old version.

Just tried out this hack today. It's amazing work. But as you mentioned, the spell targeting system still has some kinks to work out.

For me the most frustrating behavior (as some have mentioned) is offensive spells do not seem to target enemies by default. Plus it seems pretty hard to get the targeting cursor to actually move off an ally to an enemy. Ideally offensive spells should target an enemy by default and healing spells should target an ally by default. Even more ideally, repeat casts should favor the last target they were casted to.

Targeting issues aside though, the changes to weapon combat are very smooth and impressive! I was blown away by how much that improved the game. As such, is there any chance you could release a version of this hack with no changes to how spells and targeting work but keeping all the other non-magic changes, just temporarily until the spells/targeting kinks are worked out?

Edit: for anyone reading the thread, I was testing V0.10.ips, not the newer V0.07.zps. Only just now became aware of its existence.

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