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Messages - teahouser

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191115
« on: November 18, 2019, 05:21:57 pm »
Awesome thank you for filling me in on how they work. I'm half way through my new game plus playthrough, and have no bugs or glitches to report so far.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191115
« on: November 18, 2019, 04:28:30 pm »
Thank you for the reply Queue. Are all of these in effect in your version? Plus the wisdom stat ones, as I'm sure you fixed that for yours.

My goal is to not be engulfed, so looks like imp ring is my only choice for that status immunity.

Question, should saber buffs end at the same time for all characters? Or is it dependent on how much the player attacks? I noticed the character who I had control over saber buffs would end twice as fast as the other two characters.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191115
« on: November 18, 2019, 11:18:09 am »
@hnsong

Sorry when I said gauntlets I was referring to all arm armor/rings in game. I was wondering if someone could post the actual list off all the arm armor/rings and various status effect protections there are in this game?

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191115
« on: November 18, 2019, 07:46:27 am »
@hsmong

Thanks for letting me know it's incorrect. Does the vanilla game's gauntlets actually protect against any status effects then?

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191115
« on: November 17, 2019, 10:05:27 pm »
Hey I noticed that the SoM remake added some stat bonuses and infliction immunities to the armor which I like. Especially combined with your unique equipment patch it really makes you pick and choose what armor you want to use with who for which ever bonus or immunity.

Would anyone be willing to make a patch that transforms the armor stats into those of the official remake? Here's a link to all the remakes armor and properties.
https://www.neoseeker.com/secret-of-mana-2018/Items_and_Equipment

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I have some good news about Vitor Vilela's SA-1 Contra III being compatible with Canoe. Currently it works just fine until the game makes its SRAM file, which is an added feature. Once this SRAM file has been made, the game will always just go to a black screen upon trying to load. I talked to Victor about this and he said

"hey @teahouser, you're welcome, thank you! I think changing the byte x7FD6 to 34 (hex) might fix it, since it will make the chip no longer save the BW-RAM"

I have no experience modifying bytes, but if one of you guys would like to apply the SA-1 Contra patch to the game, hex edit the bytes listed, then create a patch of the now disabled saving, we should now have a functioning patch to add to the compatibility list so everyone with a SNES Classic can enjoy Contra III with zero slowdown. (it's glorious)

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 09, 2019, 06:47:21 pm »
OK perfect that's what I was hoping for. Even at 7x HP/MP enemies and bosses don't last very long with level 99 maxed out party, so with the Enemy_Stat_Changes that'll give them even more HP for me to whack away at, thanks for the reply.

Not sure if this is normal or not, but second room in the Pandora Ruins with the two Chess Knights, if I poison them the text window that pops up displays the "po" from poisoned at the end, then a second text window pops up that just has "isoned" dispalyed. Is that correct or should the complete word poisoned appear on the second window?

EDIT: Looks like it might be having Relocalized on, it makes the Chess Knight's name longer so any info about status ailments or buffs pours into a second text window.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 09, 2019, 05:32:06 pm »
Question, when patching with both Enemy_Stat_Changes and Monster_Stat_Modifiers on, do they cancel one another out, or do the Monster_Stat_Modifiers multipliers go off of the new HP/MP stats created by the Enemy_Stat_Changes patch?

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 08, 2019, 04:33:12 pm »
Thanks for checking. It's weird that the saber issue isn't an issue, but at least there's no short-term rush to work out a change.

The goblin village is currently hardcoded to always be daytime. There are issues with the colors used by the fires and stew liquid that need to be resolved before other times of day wouldn't look wrong. I want the stew pot event to probably always be during evening (or maybe night? will need to see what looks best), but until I work out the color issues it has to be day.

And to elaborate, said color issues are things like the fires sharing some colors with flowers, so if the fires are made to glow at night, it also makes certain flowers glow at night. Or the stew using a flame color. Things of that nature. The fires need to be adjusted to use the common flame colors, etc.

I like your idea about having the stew pot event happen at night. You most likely trigger the event and get whacked by the goblins during the morning/daytime lighting, so seeing the cut scene at night time would imply he's been unconscious for a period of time before we rejoin him via cutscene, which I feel flows better story wise.

Adjusting all those colors sounds difficult, but I was thinking in some circumstances having the fire's color be shared by other things like flowers can be a benefit, especially at night. You can use the fact it shares the same colors to have fauna light up near the pot, mimicking a light up effect the fire would naturally cast on objects in the village.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 08, 2019, 03:21:37 pm »
I just tested it out for you and when I used a magical herb to dispel flame saber, the engulf proc would not trigger. So that looks to be working properly.

Question, does your night/day cycle tie into the areas you can revisit? I think it was early morning lighting and I revisited the goblin village and it looked like normal day lighting.

11
Awesome work on this, currently playing through. One question, is Namingway compatible with the FFIV TLS Equipment Screen Mod?

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191024
« on: October 26, 2019, 06:53:24 am »
I'm currently using 7x enemy and boss HP for my new game plus playthrough and really enjoying it.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191018
« on: October 24, 2019, 01:02:12 pm »
I think the right solution to enemy MP is to just increase enemy MP using my "Adjust Enemy Difficulty" hacks. Personally, I always apply the 500% MP hack to all enemies and bosses. Much simpler and cleaner than trying to adjust it in a hack that alters the spells themselves.

Hey kethinov, I noticed on your easier or harder monsters patch that's included in the turbo zps patcher that the only attributes that can be modified is monster or boss HP/XP/GP. Will this patch ever be updated in the patcher to include an MP modifier?

As of now modifying the monster and boss MP is probably the only thing I want to increase to like 300-500%, and maybe double their HP so I'm not so God like at level 99.


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Personal Projects / Re: Secret of Mana, Turbo - Beta 191018
« on: October 23, 2019, 12:39:57 am »
Right now, New Game Plus difficulty is a mess. Enemies melee hard enough (and boss special attacks) to hurt the players, and they have more health so they can survive, generally, at least 1 player melee attack, but their other stats are junk and their spell damage is unbuffed.

Well, revisit Potos via glitching past the gate guard (2+ characters, press up against him and constantly cycle active character until you squish past him, it's also how you can get into the Pandora Ruins early).

I never knew that about Pandora ruins or Potos, that's handy! That especially makes  the potos bartender a good place for emergency game reset. I'll just hold off until you release this next update with the reset and I'll restart that way to test it out.

I definitely noticed enemies hit harder physically. Question, whenever I set my allies ACT charge settings to a higher charge value than 0, they'll charge up, attack, then they just stop attacking and just stand there. You have to move around a bit and that'll snap them back into charging their attacks once and then they're zombies again. It makes me almost always leave their charge setting at 0 just so they're constantly attacking/doing damage. I'm assuming this is a known vanilla ally targeting AI bug.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191018
« on: October 22, 2019, 11:24:52 pm »
Does the difficulty level increase with new game plus?

Changing it to freeing the guards in jail is a great spot as well. I thought you couldn't revisit Potos after you get banished, or can it be revisited in your version?

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191018
« on: October 22, 2019, 08:07:39 pm »
teahouser, the game actually doesn't have a means of unequipping a player's weapon (via the event system, but also just in general). The weird "tossing the weapon offscreen to swap" is vanilla behavior that you see if a party member is kicked from the party for whatever reason. While I could potentially add the capability (and would need to add the ability to equip a weapon when they join the party, since normally character naming / creation does that, and that's skipped on New Game Plus otherwise it resets their stats), it's low on my list of priorities since it's just an inconvenience / annoyance.

I think what I'm going to pursue to solve you being stuck is disable the ability to complete the witch's castle if you don't have all 3 characters (it's looking overwhelming to support this as a viable route), then add a means of resetting the current New Game Plus loop (probably by talking to the Potos bartender, so it's hard to do on accident, but possible at almost any point in the game).

Since I'm stuck, I don't mind starting a new game plus again to continue looking for bugs for you.

As far as needing to have 3 characters as a requirement to beat the witches castle, I think that's a good way to solve the issue. I was thinking maybe you could make the front door to the castle "locked" unless you have a full party assembled?

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191018
« on: October 22, 2019, 12:59:24 am »
Hey Queue, yes I have tried continuing further, but I'm pretty sure I'm stuck. I went into the dawrf village and watched the sprites show/confront them in the back for my money back, but leaving the room doesn't trigger the earthquake event that warps me, the sprite, and the dwarf to the main floor where the sprite joins the team.

When NG+ started, I went from the village to the warp gate infront of the water palace, talked to dyluck and his men then followed them through the gate. Used the whip to get back entry to forest, warped to the witches castle then beat it.

Another thing I noticed is when you start new game plus whatever weapons the girl and Sprite had equipped when you beat the game, stay equipped on them. Selecting a weapon they have switches it with the one the boy is using, so you can't set his secondary weapon to either of the two weapons the sprite and girl have equipped. Could you make it so the Girl and Sprite have their weapons automatically unequipped when new game plus starts?

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191018
« on: October 20, 2019, 05:21:47 pm »
Playing through new game plus, it doesn't like when you go beat the witch right away before picking the Girl up onto the team. I think it makes it impossible to go back to the castle and have the King acknowledge that you beat the witch.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191018
« on: October 19, 2019, 05:02:59 am »
Ran through the mana fortress and didn't encounter any unkillable enemies, looks like you fixed the problem, great work!

I also have an idea about the whip's negative knock back. While it's awesome being able to suck the enemy closer with the whip, sometimes for whatever reason you want to leave the enemy at a distance and do damage, but using the whip always sucks them in close. What if the whip's Dpad overhand attack caused negative knockback, but the weak attack didnt, and kept them at the same distance? This could add a little more variety in how the whip attacks.

Started a new game plus, excited to play through again.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191016
« on: October 17, 2019, 04:44:49 pm »
I'm glad you were able to reproduce the problem! Your hypothesis makes sense why it's hard to recreate, the poison has to drop the enemies hp to zero at the exact moment it's casting a spell/summoning animation that makes it immune to receiving damage normally.

Sounds like you're on the right trail, keep us posted on your findings!

Also I thought it was really cool and kinda eerie the way you described the unkillable enemies. That they had no life left, but were unable to despawn (move on to the afterlife) because they didn't have a proper death, so their spirits remain ingame, which we are unable to interact with. They're the video game equivalent to ghosts lol.

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