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Messages - kethinov

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 10, 2019, 01:04:22 am »
Updated hack: No Missable Monsters

This is a significant overhaul:
  • Tomato Man moved to prevent bug causing crystal orb to not spawn.
  • Sand Stinger was still missable and was added to new spot in Kakkara desert.
  • Adding an extra Imp and Nitro Pumpkin was unnecessary and that was reverted.
  • Dark Funk, Red Drop, Dark Ninja, and Wizard Eye were moved into slightly better spots.
  • Bug fixed causing Wizard Eye to be pushable.
  • Luka's Ice Thug will now be a Water Thug until you attain Pure Land access.
  • Incorporated "Revisit Sunken Continent" and "Revisit Pure Land" hacks by Queue to provide more elegant way to render Fierce Head, Steelpion, Ghoul, Gremlin, Griffin Hand, Mushgloom, Ice Thug, and Ghost revisitable. Queue: I refactored the code in "Revisit Sunken Continent" to auto extend the bridge to prevent the needing to irrelevantly talk to the girl. I don't believe there are any significant side effects to my revised code, but this should be reviewed just in case.
  • Unstuck a few more monsters from walls: A Water Thug in Matango Caves, a Howler in Ice Country, and a Fierce Head in Palace of Darkness.
  • The Shadow X enemies can now be refought if you visit them again in Joch's Cave.
  • Moved a few more monsters around to make them better positioned:
  • Some Chobin Hoods were moved from those weird pits/islands outside of Elinee's Castle to the ramparts of the castle instead. This pairs well with Accessible Ramparts.
  • A Red Drop in Fire Palace has been moved from a useless dead end to a place where you are more likely to have to fight him.
  • A Dark Ninja in a dead end of Palace of Darkness was changed to an Imp so that he might pose a threat to you via his long distance attacks whereas the Dark Ninja would not.

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.

A probably not related but similar bug I've seen is sometimes when targeting the Dark Lich or the Mana Beast, instead of saying "Dark Lich" or "Mana Beast" it will say "Dark Lichin" or "Mana Beastin." Not sure what could be causing that. This was with the vanilla script, not Relocalized.

I think I already have something for the Wall bypass, though I want feedback on the logic / choice of data.

The gist is, use the spell's target type, specifically overloading the "boy with sword" bit, 0x40, to mean bypass Wall, with a small tweak to targeting code so if the target type is ONLY 0x40, do the "boy with sword" target restriction for the two Mana Magics. So Dispel Magic's (vanilla) target type would change from 0x81 (enemies, multi-targetable), to 0xC1 (enemies, wall-bypass, multi-targetable). Then any other spell could have 0x40 added to let it also bypass Wall.

This only presents a limitation for Moon Energy, since it's ally, single-target (0x00), where adding 0x40 would just make it 0x40. Two unused bits, 0x08 and 0x04 (and technically 0x10, but I use that for the enemy / ally Turn Undead / Dispel on allies feature) could be harmlessly tacked on for Moon Energy (so 0x48 or 0x44) to make it skip the "boy with sword" code, though I may give them a use later so not the safest choice (I also sorta use 0x08 currently in some QuickSpell logic, though that can be rewritten to not need that bit). It seems like a harmless limitation given the benefits of no longer needing a hardcoded list of Wall bypassing spells.

My first pass implementation only requires changing 10 bytes (including the byte for the Dispel Magic target type), and fits in place (it actually leaves 8 bytes free where the hardcoded spell numbers were before).

Another option for maximum compatibility could be to leave Dispel Magic as a hardcoded bypass, so its target type wouldn't need changing, but also with bit 0x40 letting any other spell bypass Wall. There's code space to do this, just seems less elegant than simply changing Dispel Magic's target type.

Very clever. I have no opinion as to which bit to reserve. It sounds like you've thought it through pretty well.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 09, 2019, 12:33:42 pm »
In vanilla, if you stand in the position that I am in the screenshot when he's underground and his head is up, the Dark Lich goes into an unbreakable loop of moving up and down and will never attack you, so long as you don't move either. You can swing your weapons and cast spells on him with impunity and he won't fight back. The "head bang" glitch is the preferred exploit of SoM speed runners when fighting Dark Lich.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 09, 2019, 12:38:40 am »
Dead players. I was fighting Dark Lich, had Wall up, he killed Popoi, I cast Revivifier on him, it reflected to Dark Lich, doing damage to him and not resurrecting the ghost. Repeatedly casting Revivifier on the ghost eventually wears down the Wall and it resurrects the ghost.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 08, 2019, 07:38:03 pm »
It's pretty involved. The code that controls whether a spell goes through Wall is basically a spell whitelist (the two Mana Magics and Dispel Magic) and it isn't easy to expand the list. I had to fork the Wall bounce logic into buffer space and write a new subroutine that expanded the list of exceptions to Wall from 3 to 4, then jump back to the original subroutine from where it left off. I thought about altering the logic to make it so the list could be expanded to an arbitrary number of spells in the process, but it would've required a lot of effort to design something that would support a large number of disparate hacks adding or removing exceptions willy nilly being mixed and matched, so I punted the problem.

On a related note, I found a bug: Wall will reflect Revivifier cast on a ghost. (Wall status is preserved on ghosts.)

November 08, 2019, 10:08:07 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
New Hack: Fix Dark Lich Head Bang Glitch

This patch prevents Dark Lich from being pinned using the "head bang" glitch. Side effect: he will no longer chase you when he is underground, but this was easily avoided in the original AI logic anyway by staying to his left or right.


Updated hack: Harder Final Boss

- Fixed crash Queue pointed out.
- Dark Lich spell list changed from the rather nonthreatening Freeze, HP Absorb, Earth Slide, Thunderbolt, Dark Force, Evil Gate, and Dispel Magic each against a single target to the much more vicious combination of Blaze Wall against all targets and MP Absorb sometimes against all targets, sometimes against one target.
- Dark Lich will attack more aggressively and go underground less often.
- Incorporated "Fix Dark Lich Head Bang Glitch" hack.


Requires special variant to be compatible with Inferno Barrier:

Also Stardust Herb is on RHDN now:

Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 08, 2019, 04:30:58 pm »
When importing Harder Final Boss 1.2, I spotted something wrong with the patch to Mana Beast code at 0x0293D0. Looks like instead of writing... honestly not totally sure what the exact plan was, but instead the 24-bit address ($C293D0, in big-endian order) is written there which results in garbage code. I haven't tested to see if it crashes but if it doesn't, it's a lucky miracle.

You're right, that's a mistake. Fix posted below.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 08, 2019, 12:35:23 pm »
The item handler code was written to the same block of memory as Magical Herb. It is technically possible to make Magical Herb and Stardust Herb compatible, but it would be a fairly big waste of limited buffer space for the few (to none?) people who would want to combine them for some reason.

Presently, the available combinations look like this:

1. Medical Herb (dispels negative status effects) + Faerie Coconut. (Vanilla + Faerie Coconut.)
2. Medical Herb (dispels negative status effects) + Stardust Herb (dispels positive status effects). (Vanilla + Stardust Herb: This is Timbo's WoB proposal.)
3. Magical Herb (dispels positive and negative status effects) + Faerie Coconut. (My preference and Queue's.)

It's unclear why anyone would want:

4. Magical Herb (dispels positive and negative status effects) + Stardust Herb (dispels positive status effects only making it rather redundant compared to the more useful Magical Herb if both were in the same ROM).

But if some sudden upsurge of demand emerged to make them compatible for some reason, it could be done.

Speaking of which, Stardust Herb is available to play now:

Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 08, 2019, 02:44:55 am »
I sent you an email, but Stardust Herb (and therefore probably Magical Herb) doesn't completely dispel Lucid Barrier -- it has one hit left.  Maybe that's due to high level of Lucid Barrier (I used Lv7).

Fixed that. 1.3 update to Magical Herb:

Personal Projects / Re: Secret of Mana, Turbo - Beta 191106
« on: November 08, 2019, 01:02:22 am »
Updated hacks:

Neko and Watts in the Mana Fortress: Moved the last Neko to beyond the teleporter. Thanks to Queue for help with the music again.

Equipment Progression Balance: Grave Bats no longer drop Vampire Capes. Also moved the last Neko to beyond the teleporter.

Level 9 Weapons Progression Balance: This just incorporates the technical changes to the "Mana Magic Unequip Fix" code Queue just released.

Magical Herb: New animation. Also now dispels Lucid Barrier and Moon Energy. Thanks to Queue for help with some of the refactoring.

Wow, I wonder what everyone's timezone/waking hours are, since I didn't think anyone would be Posting 'til later.   :-\

I'm +10GMT (Australian Eastern Standard Time), and it's 12:04PM right now in my zone.  Ordinarily, I wouldn't expect myself to be awake right now, harhar...   :D

I'm in New York.

kethinov, while importing Echoey Matango Caves, a thought occurred: wouldn't it have been easier and cleaner to change event 7CD to play a different song and fix up event 231 to cope, rather than changing events 27D, 282, 286 and 287? You had to jump through hoops to get some of the events to play nicely with event 280, with 287 being especially deformed (not that I'm against hacky solutions).

I may be overthinking it, but still felt like sharing the observation.

I was concerned event 7CD might be called by a whole bunch of stuff, so I decided to leave it alone and merely edit the events in Matango Caves that call it rather than edit 7CD itself and then have to trace everything that called it.

How do you know which event is which?  I mean, I took a look at bank 0x0A (I think I'm looking at the right place), and some events are labeled, but most of the latter events aren't labeled.  So how would you know which event goes with which event?

The event system spans two ROM banks and has a pointer table at the top of each bank. Each event uses a series of event commands that are shorthands (or function calls) for more complex code, e.g. open textbox, print this text to it, etc. The basic idea is fairly straightforward, but it's only possible to make sense of an individual event if you know a good number of the event commands and how many bytes they take as arguments (or the command terminator in the case of something like printing text to textboxes that can have an arbitrary number of bytes follow).

The event numbers are based on the order the pointers appear in the pointer tables, labeled sequentially. So, for instance, event 001 is the second pointer in the pointer table. Its pointer points to the event directly after event 000.

The reason I ask is because a while ago, I tried to rearrange the orb drops from the bosses (Ancient City and on), but I didn't know which event goes with which.  It all started when I tried to make Buffy and Dread Slime drop Whip/Boomerang orb, since you don't have access to Terminator/Master Ninja until after Dread Slime.  But of course, then I would have to change the drops of the previous bosses.

But thanks to kethinov's recent ips, I now have access to the missing orbs before Mana Tree.  Still, I'd like to know, just so I can try this and that.

One of the original premises I had when working on Level 9 Weapons Progression Balance was making Buffy and Dread Slime drop weapon orbs since they're the only two bosses in the game that don't and there are conveniently two "missing" orbs (axe and glove), so it seemed like that would line up nicely. I did figure out how to do it, but while working on that, it occurred to me that a deeper problem is that orbs are so backloaded to begin with. 11th hour power hours suck. And exiting the Fortress to forge weapons sucks even more.

When I dug deeper, I realized the original programmers probably intentionally did not want any "required" or "obvious" orbs in the Mana Fortress. They programmed in the level 9 weapons mainly as a bonus or Easter Egg, given that they are rare drops. They weren't meant to be farmed. If you farm them all in vanilla, you'll reach level 99 on all your characters before getting them all. But the two "missing" axe/glove orbs were a legit bug. They were always meant to appear in Underground City. Two chests—one for axe, another for glove—are in the vanilla ROM's spawn table in Underground City, but were mistakenly set to spawn inside of walls. Some clever people using NoClip managed to walk into walls to get them in the vanilla game—there are references to this in other forums, but they were otherwise inaccessible.

Anyway, I ultimately concluded it would probably not be a good idea to make Buffy and Dread Slime drop those two orbs because they really should spawn in the spot where the original programmers clearly intended them to be: Underground City. As such, I think it's reasonable to respect their original intentions by keeping Buffy and Dread Slime orb-free. But I agree it feels a bit odd that they break the pattern of bosses always giving orbs, so that's part of why I wanted to give them different music in "Different Boss Music for Buffy and Dread Slime" so they at least have something unique about them.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191030
« on: November 06, 2019, 03:29:44 am »
In Magical Herb, it clears the Wall flag via:
Code: [Select]
Changing that #BF to #AF would make it also strip Lucid Barrier, but without zeroing out any remaining Lucid Barrier health which would cause issues with certain enemy AI (the ones that foolishly try and dispel you if you have any Lucid Barrier health). For that, you'd need to find space to also zero out $E1BD-$E1BE (and $E1BF if being thorough). $E1AE would need to be zero'd if you want it to strip Moon Energy.

How's this?

Magical Herb's current code:

Code: [Select]
A901     LDA #$01
99B7E1   STA E1B7,Y
0904     ORA #$04
B9B1E1   LDA E1B1,Y
29BF     AND #$BF ;Remove 'Wall'.
99B1E1   STA E1B1,Y
4C7355   JMP to item handler: Medical Herb

New Stardust Herb code:

Code: [Select]
A901     LDA #$01
99B7E1   STA E1B7,Y
0904     ORA #$04
B9B1E1   LDA E1B1,Y
29AF     AND #$AF ;Remove 'Wall' and 'Lucid Barrier'
99B1E1   STA E1B1,Y
A900     LDA #$00
99AEE1   STA E1AE,Y ;Remove Moon Energy
4C7355   JMP to item handler: Medical Herb [probably don't need this line because we don't want to remove negative status effects with the Stardust Herb]

Personal Projects / Re: Secret of Mana, Turbo - Beta 191030
« on: November 05, 2019, 11:01:12 pm »
Hack updates:

Level 9 Weapons Progression Balance: Added "Level 8 Weapons Progression Balance" and "Mana Tree Grants Mana Sword" subvariant options to suit more modest tastes:

- Level 8 Weapons Progression Balance: Includes only the new axe and glove orb chests in the Underground City plus the new money chests.
- Mana Tree Grants Mana Sword: Includes only the changes that give you the 9th sword orb when the Mana Tree dies and the new money chests.
- Those two subvariants can be combined if desired.

Also bundled "Mana Magic Unequip Fix" by Queue, though refactored the code to use buffer space more efficiently.


Faerie Coconut: Reverted the Fierce Head rare drop back to Unicorn Helm.

More Useful Evil Gate: Removed multi-targeting damage penalty. Increased Gremlin and National Scar MP to max to compensate for increased spell cost of Evil Gate.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191030
« on: November 05, 2019, 09:48:14 pm »
Fire Gigas casting Lava Wave on one opponent instead of all three is still pretty deadly. I've had it OHKO me a few times now.

I think a better approach is to have him cast Fire Saber on everybody to match what Frost Gigas and Thunder Gigas do. Plus it'd be pretty neat to have early Fire Saber linger after the battle for a short time before you can actually cast it yourself.

Also does anyone know of any regular enemies that cast a spell on all targets? I need an example to refer to in order to figure out how to get Hellfire-casting enemies to cast it on all targets.

Let's see.  You're already doing/did the function code and animation graphic (indeed, Lucid Barrier dispel needs to be done).  You already did the name change.  I gave you the shopping and enemy drop.  The icon graphic will soon be done, and I'll send that to you as soon as we decide what color would be good (I already sent you the non-color-edit icon, but please ignore that).

We need to adjust the price of Stardust Herb.  I think 20 GP is good.  Not sure where to edit this, although I can probably find out by looking at Turbo's Faerie Coconut codes.

Also, are you going to make it so that Stardust Herb can be a stand-alone ips, or are you going to make it so that you need to apply Faerie Coconut first, and then you need to apply Stardust Herb? (the current beta version is the latter, I think)

Does this patch need VWF/Relocalized thing?

Okay. Once you've finished the icon/color or whatever edits you're still working on, send me everything we have so far encoded into a single IPS (including shop/drop changes). I'll take care of setting the price to 20 GP if you don't get to it first and I'll look into the Lucid Barrier thing along with anything else remaining on the todo list. It will not need special VWF or Relocalized code, nor will it be dependent on applying Faerie Coconut first. We can release it as a standalone hack.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191030
« on: November 05, 2019, 06:05:23 pm »
I agree that "Phantom and a Rose" is a bit overused as well. I struggled with that. I looked through the entire score for a more suitable track and couldn't find one. At first I thought I'd continue what I did with "Upbeat Elinee's Castle" and use "Did You See The Ocean," but it seemed (obviously in retrospect) too upbeat for such a sombre event. (The Moogles are sad!)

"Morning Is Here" suffers from the same problem: the track is too epic to be wasted on Pebblers. Also I feel it's important to keep that track Mana Fortress-exclusive (it's cool that the Mana Fortress has several of its own tracks, it's the final level!), thus why the limits of my ambitions there were to assign it to Buffy in "Different Boss Music for Buffy and Dread Slime" so that the track would see more use without becoming overplayed itself. (One exception I make here is I'm a fan of what Queue did with "Turbo Song" in reusing "One of Them is Hope" especially because he retooled the instrumentation to make it adequately different from the original.)

There are other less frequently used sad tracks that I could've used instead, but they are more commonly associated with story events and sad dialog, whereas "Phantom and a Rose" is established as a recurring theme used for towns under siege. Given that, it was the least wrong choice.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191030
« on: November 05, 2019, 02:23:46 pm »
At the risk of being branded "the guy who hates 'Into The Thick of It'" I have two new hacks:

Echoey Matango Caves: This hack changes the music in Matango Caves to the softer, echoey version of “Dancing Animals” throughout the entirety of the caves complex. In the original game the echoey version of “Dancing Animals” is played only in a single room: the extremely short first room of Matango Caves just before entering Matango proper. With this hack the track is played throughout the entirety of the caves complex to liven things up a bit since the original song played throughout most of the caves complex “Into The Thick of It” is a bit overused and the echoey version of “Dancing Animals” is profoundly underused.

Sad Moogle Village: This hack changes the music in Moogle Village to “Phantom and a Rose” during the Pebbler invasion. In the original game “Into The Thick of It” is played during the invasion which is a pretty overused track. “Phantom and a Rose” is a more thematically appropriate choice as this is the track used for other besieged towns in the game like Pandora or the sprite’s village.

Kethinov, were you able to get this right?  Or are you getting the same result as I am?

I haven't been working on Stardust Herb stuff since we last discussed it. Been focusing on other things. I'll leave the graphics stuff to you to work through for now, but if you want to ragequit it, I'll peruse Queue's graphics editing guides (thanks for posting those, Queue!) and take a stab at it if you like.

Regardless, what is the complete todo list of things that still need to be done on it? Just the graphic and update the code to make it dispel Lucid Barrier too? Or was there more?

Personal Projects / Re: Secret of Mana, Turbo - Beta 191030
« on: November 02, 2019, 10:22:49 pm »
Go for it.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191024
« on: October 30, 2019, 08:02:03 pm »
Queue used imgur to post pics.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191024
« on: October 29, 2019, 10:24:00 am »
The end result should be that it'll take you like 5 minutes to change the art assets for a ring menu icon. Like, I think it'd literally take me 5 minutes to cram that icon into the game, but I'd much rather other people be able to.

Thanks, that'll be handy. I figured it was pretty easy to do, especially since we already know the addresses of the graphic and palette data. I never learned the tooling around this even with the mucking around with icons I did for Herbal Boost, Hellfire, Freezing Rain, and Faerie Coconut. In the case of Hellfire and Freezing Rain, I just swapped existing icons and changed palette pointers. For Herbal Boost, I painstakingly edited the hex for the original graphic until I found what bytes control those few pixels to change the colors of those lines. Never learned the pattern and didn't use any of those fancy SNES graphics editing tools floating around out there. For Faerie Coconut, I didn't create the replacement graphic, nor do the encoding. And it used the same palette as the original graphic. Speaking of which, one question remains though. Do you know how to reassign the palette to use the dummied out palette address? Item palettes don't seem to work the same as spells as far as I can tell, unless I'm missing something.

Unfortunately, this'll have to be a replacement (or at least a conflict with the coconut). And for the record, my vote is for the coconut (medical herb is garbage, long live the magical herb).

I agree. I prefer the Coconut + Magical Herb as well, but it seems reasonable to support the Stardust Herb variant for people who have different taste.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191024
« on: October 29, 2019, 03:00:44 am »
Kethinov already created the icon:

It was actually Timbo that created the icon. He based it on Children of Mana, but redrawn to match SoM's palette limitations.

It's also great that the Herb patch would be fully compatible with Faerie Coconut, since I love that thing.

This is not actually the case... There is only space for one extra item, not two. So the Stardust Herb would have to either replace the Medical Herb, or the Faerie Coconut. This is why I originally created the Magical Herb. I wanted to overload the Medical Herb with additional functionality to make it less useless without using the space the Faerie Coconut occupies.

However, not everyone prefers my "maximalist" approach to things, so Timbo asked me to create the Stardust Herb to compliment the Medical Herb and replace the Faerie Coconut. His vision was that in WoB, you would have to debuff positive status effects often (e.g. Red Drops casting Fire Saber on you causing your weapons to heal them or something) and having a separate item to remove such status effects would make inventory management more nuanced.

The only minor difficulty I see with having this new item is the 12-slot limit on the Ring Menu.  I think it used to be that only 11 items, including stuff like the Flammie Drum, could be stored in the Item Ring, but Queue changed that to 12.

The game always supported 12 items. The 12th item was merely dummied out / unfinished for some reason. You can actually see this for yourself if you play with the Faerie Coconut patch, buy some, save, then use that save file on the vanilla ROM. You'll see the original dummied out item in your inventory with the name "?" and when you go to use it, it will show the Candy animation but doesn't actually do anything.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191024
« on: October 27, 2019, 05:44:42 pm »
I can't seem to get the pause softlock to happen anymore after doing a new build of Turbo. It's possible something I manually hex edited while making hacks and testing them on the last build caused it. But the Hydra thing has been happening in every build I've done for weeks now. I'm on Snes9x 1.60.

The reason for renaming Heck Hound to Hell Hound on Hellfire is if we're introducing the word "Hell" in one context, we might as well remove the censorship in the other context too. I originally named the spell "Firenado" so that it would square with "Heck Hound." I figure all or nothing.

New Hack: "Neko and Watts in the Pure Land"

This patch adds Neko and Watts to an out of the way late screen in the Pure Land so you can do some much-needed resupplying and weapon forging before fighting the last couple bosses. The new Neko offers the same item ring as the Tree Palace Neko.


Personal Projects / Re: Secret of Mana, Turbo - Beta 191024
« on: October 27, 2019, 04:33:54 am »
Another bug: When applying Hellfire with Relocalized disabled, Heck Hounds do not get renamed to Hell Hounds.

Personal Projects / Re: Secret of Mana, Turbo - Beta 191010
« on: October 27, 2019, 02:21:41 am »
Screenshot(s) would be helpful; I tried quite a few things (including actually doing the Hydra fight, not just visiting the room after the fact) and haven't seen anything graphically out of place in that room.

Happens before killing him as well.

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