That's how the game's sound engine was designed. The Super Nintendo has 8 sound channels. Most games divide them up so that say, 4 channels are used for music and 4 for sounds (or 5 and 3, 6 and 2, etc.). Secret of Mana allows music to use all 8 channels with the caveat that sounds can temporarily steal some of those channels (to emit sound effects) which means parts of the music cut out while sound effects are playing. This let them make fancier music, since they weren't limiting themselves to the more typical less-than-8 channels for music. Unfortunately, some songs have important parts of their melody on channels most likely to be overridden by sounds.
I included Mop's Audio\SFX_Channel_Limit hack (Off by default) which restricts how much music can be overridden by sounds, but it's not a cure-all.
That's what I thought, but wasn't sure how it was actually implemented since I almost never hear it happen in other SNES games.
If the hack helps with more music coming through, even if not a complete fix, it is more than welcome.
Could you also mention that hack on the front post? Unless I am blind, I am not seeing it there.
@SpiffSpoo From HHS on TASVideos, I have info about which status effects are incompatible with each other. I will check to make sure it's all correct later on, but here's the info about that (copy/paste from the TAS forum):
- Petrify removes slow, tangled, sleep, freeze, stop, barrel and burning, and halves HP every time status changes
- Freeze removes slow, tangled, sleep, stop, barrel, poison and burning
- Sleep removes slow, tangled and barrel
- Tangled removes slow, tangled and barrel
- Moogle removes stop, barrel, transform, poison and burning
- Freeze, petrify and mini remove transform
- Transform removes slow, tangled, confuse, stop, barrel, poison and burning
- Tangled, sleep, freeze, petrify, stop, poison, burning remove barrel
- Burning removes stop, barrel and poison
- Freeze, petrify, transform and moogle remove poison
So using your example of engulf&snowman, (which is listed as burning&freeze respectively, above), an enemy could indeed be inflicted with both at the same time, since neither of them cancel out the other. (Sure fine design Square, you dopefishes! ) Whereas Petrify and Freeze can't coexist because Petrify removes Freeze. Not that there would be much use to that example, it's just to demonstrate how the logic of status effects works in the code (at least apparently...?).
I forgot to check whether Poison and Sleep could coexist before trying it with Sleep Flower earlier, only checking after it actually worked.
Link to the TASVideos page I pulled the info from: TASVideos Discussion: Secret of Mana (page 18 of 30)
The posts aren't numbered, but HHS' info is very close to the top, it starts off with, "Here are some various things that I've found out."
Hope all that helps... now back to my experimenting and reading. Whew!
That's pretty cool and a good source of information as well.