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Messages - Mr X

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1
Personal Projects / Re: Secret of Mana, Turbo - Beta 200517
« on: May 20, 2020, 12:55:34 pm »
Wish they would have improved SoM in terms of gameplay through the remake. Trials of Mana remake seems a lot better in terms of gameplay than the original, and none of stats/equipmemt that don't work.

The story and the voice acting tho is something else entirely, better not talk about that lol.

Really wish they would have fleshed out SoM a lot more with the remake, in every aspect, they missed the opportunity.

2
Personal Projects / Re: Secret of Mana, Turbo - Beta 200517
« on: May 19, 2020, 03:03:49 am »
Version 2020-05-17:
https://filebin.net/7spaiz2xfys6b2i1/SoM_Turbo.200517.zip

Changes:
- Event_Fixes covers 4 more mistakes in the vanilla text

This was just a maintenance release while I work on the Script Augmentation Project.



Mr X, I'll look into it. A preliminary check showed no changes to how it functions (when you name the girl and sprite is when it sets their default element levels, and it looks like the code that does so should be functioning), so it'll require I dig deeper. It's especially weird that it seemed to partially work.


This update seem to work for both so far, just got gnome and as inteded both the Girl and Sprite got him at level 1.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200510
« on: May 16, 2020, 09:35:09 am »
Have tried the latest update, the Deafult Spirit levels does not seem to work correctly for the Girl but for the Sprite it does seem to work just fine.

I set Gnome to be level 1 and Sylphid level 2 as deafult but the Girl got Gnome at Level 0 while Sylphid at level 1, while Sprite got them as intended.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200309
« on: March 10, 2020, 12:07:37 pm »
@Mr X

Queue already mentioned that Saber magic has no effect on bosses, since their melee attacks have their own separate "stats".  So giving Hex saber magics would be meaningless.

As for Evil Gate and Hellfire, those are Queue and kethinov's patches, so I will not modify their magics.  Besides, I don't even know how to modify their magic, since those are some complicated stuff that I can't even begin to touch.  I may create my own version of Evil Gate though (maybe), since I really want to make Black Curse spell from SD3 (I'll be using Shadow Saber though, since I like Shadow Saber a lot, but NPC can use my new version).  I'll have it cause All-Stat Down + several SEs.



@Queue

Okay, I have a lot of updates:

[Enemy_Stat_Changes] -- please add this at the end of my previous codes.  I'm giving extra experience in the beginning third of the game).  Maybe make it a sub-option for those who don't want this?
Code: [Select]
' ---

' Experience/Money Mod
@OFF $D01C67 ' Chobin Hood
RAW 0F
@OFF $D01CA1 ' Iffish
RAW 28
@OFF $D01D15 ' Spectre
RAW 80 01
@OFF $D01D4F ' Goblin
RAW 3A
@OFF $D01D6C ' Water Thug
RAW 74
@OFF $D01DA6 ' Ma Goblin
RAW 2E
@OFF $D01DC3 ' Dark Funk
RAW 4F 01
@OFF $D01DE0 ' Crawler
RAW AA
@OFF $D01E1A ' Zombie
RAW 48
@OFF $D01E37 ' Kimono Bird
RAW C4
@OFF $D01E54 ' Silktail
RAW 89
@OFF $D01E71 ' Nemesis Owl
RAW A1
@OFF $D01E8E ' Pebbler
RAW AA
@OFF $D01EAB ' Pumpkin Bomb
RAW E1
@OFF $D01EC8 ' Steamed Crab
RAW A1
@OFF $D01EE5 ' Chess Knight
RAW 3A
@OFF $D01F02 ' Wizard Eye
RAW 3D 02
@OFF $D01F1F ' Howler
RAW 2B 01
@OFF $D01F3C ' Robin Foot
RAW A9 01
@OFF $D01F59 ' LA Funk
RAW 4F 01
@OFF $D01F76 ' Grave Bat
RAW DE 01
@OFF $D01FCD ' Evil Sword
RAW 61
@OFF $D01FEA ' Tomato Man
RAW 59
@OFF $D02007 ' Mystic Book
RAW A9 01
@OFF $D02024 ' Sand Stinger
RAW E1
@OFF $D02041 ' Mad Mallard
RAW 09 01
@OFF $D0207B ' Red Drop
RAW 80 01
@OFF $D0210C ' Dinofish
RAW D5 01
@OFF $D02119 ' Mimic Box Level
RAW 2E ' 46
@OFF $D02129 ' Mimic Box EXP
RAW 1B 06 ' 1563
@OFF $D02134 ' Mimic Box GP
RAW FC 03 ' 1020
@OFF $D021BA ' Spider Legs
RAW 00 01
@OFF $D021D7 ' Weepy Eye
RAW A9 01
@OFF $D021F4 ' Shellblast
RAW 76 01
@OFF $D0222E ' Ghoul
RAW 0C 02
@OFF $D02268 ' Blue Drop
RAW 80 01

[Alternate_Transform_List] -- I changed things around, so Mimic (who is actually a lot stronger than its level suggested) and Weepy Eye isn't included in the transformation list.  I instead gave Silktail, since it's the mascot of the game.  And I changed things so Chess Knight can be included here.
Code: [Select]
@OFF $C8E5F3 ' Rabite --> Ma Goblin (aka Goblin Guard)
RAW 0E

@OFF $C8E5F4 ' Mushboom --> Dark Funk
RAW 0F

@OFF $C8E5F5 ' Lullabud --> Zombie
RAW 12

@OFF $C8E5F6 ' Kid Goblin --> Silktail
RAW 14

@OFF $C8E5F7 ' Green Drop --> Nemesis Owl
RAW 15

@OFF $C8E5F8 ' Water Thug --> Pumpkin Bomb
RAW 17

@OFF $C8E5F9 ' Pebbler --> Chess Knight
RAW 19

@OFF $C8E5FA ' Pumpkin Bomb --> Shellblast
RAW 34

@OFF $D01EE9 ' Chess Knight Change Form works
'RAW 40 1E
RAW 40 16

[_Dust_Flare_-_Replaces_Fire_Bouquet] -- Please delete Dark Lich's Dust Flare from [Enemy_Behavior_Changes], and instead put it in the [Dust_Flare] section.  Preferably between [@OFF $C2EC56] and ['@OFF $C2EF02]:
Code: [Select]
@OFF $C2E98B ' Dark Lich Dispel Magic --> Dust Flare
RAW 04

[Spell_Balance_Overhaul] -- I'm not sure why, but it seems that you disabled Herbal Boost to multi-target (even though Moon Energy is multi-target).  Was there a reason for that?  Or was it some mistake?  Or did I ask you to do that, and I somehow forgot about it?  In any case, could you please make it multi-target?  Thanks.

[Enemy_Behavior_Changes] -- In addition to Dust Flare changes, here are few more changes:
Code: [Select]
'@OFF $D06B5C ' Werewolf Uses Cure Water below 100 HP <------ I'm disabling this, because Werewolf curing at 100 HP was too hard.
'RAW 64 00

IF [Magic]
IFNOT Change_Form_-_Pygmy-Moogle ' compat
@OFF $D07F56 ' Beast Zombie Speed Down (1 enemy) --> Lunar Boost (self) <----- This already exists, but I'm giving the IF function now.
RAW C4 E9 05 1C
ENDIF x2

IF [Magic]
IF Spell_System_Extensions
IF _Lunar_Magic_-_Celestial_Cascade ' compat
@OFF $D090EB ' Gremlin Freeze --> Lunar Magic <------ I want to see more Lunar Magic, and Gremlin seemed like a good candidate.
RAW 1A
ENDIF x3

@OFF $D0999C ' National Scar Spawns Imp --> Gremlin <------ Imp is too weak enemy by the time National Scar appears.
RAW 46

And finally, this isn't mine, but kethinov actually updated his Later Midge Mallet.  Since I'm pretty much the only person to use Later Midge Mallet, I figured I should do the work.  The code changed from:
Code: [Select]
RAW 42 3400

to:
Code: [Select]
RAW 42 2409

Applies to vanilla, VWF, and Relocalized.

I know I changed a lot, but I'd appreciate it if you can update these.  Thank you so much.

Ok didn't know that (or forgot, it's been a long time). Thanks for explaining

I wouldn't mind that for NPC Evil Gate.

5
Personal Projects / Re: Secret of Mana, Turbo - Beta 200309
« on: March 10, 2020, 05:49:54 am »
Looking forward to try the new update.

hmsong Hey there, it's been a long time indeed, hope you all have been foing fine

I was thinking of replacing Hexas spells with saber magic that represents her color.
Blue - Ice Saber
Brown - Stone Saber
Light Purple - Thunder Saber
Red - Flame Saber

Was also thinking since we have spells like hellfire now, if that's applied, add to the npc Evil Gate a status infliction besides being just a different colored hellfire with the same function. Hp based damage + confuse or something.

6
Personal Projects / Re: Secret of Mana, Turbo - Beta 200305
« on: March 09, 2020, 07:09:23 am »
I think the Dark Stalker should have change form and Dispel, removing acid rain.

A lot more endgame enemies should have dispel imo, as your magic levels are higher by that point so you would use buffs more often. I like the change you made for hexas and make use of the lunatic spell but I also think she should keep dispel as she gets countered by wall easily, being a heavy magic caster.

I think her other forms need to be more effevtive, should cast effective spells more agressively.

I like the changes you made on the wall/vampirr bosses, instead of freeze giving them wall. Would be fitting if the Chambers eyes would cast speed down, fitting the theme of being gnome elemental. But doubt it's possible giving another spell, it's fine if it stays the way it is now.

I like those changes overall.

7
Personal Projects / Re: Secret of Mana, Turbo - Beta 200229
« on: March 05, 2020, 06:36:50 am »
Hm, I'm not sure why the background color (the sky) failed to get color filtering applied. Here's a screenshot I just took at the same location:

That's in Mesen-S; I also saw the expected results in ZSNES. Not sure yet if it's actually an emulator issue, just mentioning in case.

I've never really looked at the weapon experience logic, but that sounds like something I want to fix. If I recall correctly, the Mana Magic damage bonus does benefit from 8:99 (for the boy only, for obvious reasons), but that should be the only thing that cares about partial weapon experience.

And here's a preview of what I've been working on (for like 2 months):


I tried again and the sky now looks completely normal, not sure what could have caused that. I use Snes9x.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 200229
« on: March 02, 2020, 01:21:08 am »
Version 2020-02-29:
https://ufile.io/h1r1d1gs

Changes:
- Second preview of Miscellaneous\Enhanced_World_Map. The globe map view now scrolls pretty quickly. I think it feels nice now but would like feedback. It cost 256 KB of ROM space, which is a LOT, but probably worth it. Still can be improved further, but trying to push out playable iterations as I go.

Never used the globe view due to how slow it was. It's much better now for sure.

March 03, 2020, 02:19:03 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Not sure if this was pointed out but I ran into this:



March 03, 2020, 06:02:51 am - (Auto Merged - Double Posts are not allowed before 7 days.)
An issue (sort of) I ran into regarding weapon reforging after level 9, after I level up a weapon to 8:99, if I reforge that weapon back to level 8, after I kill an enemy it reverts back from 8:99 to 8:0.

But that wont even matter atm, since reaching 8:99 is worthless, just mentioning it in case something gets done in the future about the 8:99 thing.

March 03, 2020, 06:27:06 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Hm actually I am able to level up the Griffin Claw beyond level 8:0 after reforged

9
Personal Projects / Re: Secret of Mana, Turbo - Beta 200211
« on: February 24, 2020, 02:21:44 pm »
Hello, hope everyone has been doing well! Even tho I wasn't active in testing, I was still keeping an eye to this thread from time to time. Good to be back.



February 24, 2020, 02:26:18 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
@Queue @kethinov

I am truly glad that both of you haven't ditched SoM.  I know it's been quiet here recently, but I check this place everyday, always looking forward to the things you've been working on.  This is the most ambitious project in improving the game that I've ever seen (I hope neither of you are tired of making immprovements to this).  And I seriously enjoyed all the improvements, to the point that I feel that if this had been implemented in the original release, this would have been the most well known action rpg in the golden era.  Well, SoM was still extremely well known, but people had plenty of complaints due to many many problems.

Agree, and agree. They could bave used the opportunity with the remake to fix the issues/flaws the original SoM had, but from what I heard nothing changed in regards to the flaws the original SoM had.

I still love the game, that's why I follow this thread. It was one of the first super nintendo games I played as a kid.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191205
« on: December 10, 2019, 01:06:52 am »
I don't have an issue with circular forging, by the end of the game I have enough money from the mana fortress anyway. You could also use the feature of Lunar Magic/Lunatic to transform some monsters into mimic to get equipment to sell, if you really are in need of money.

What I started to do in my recent playthrough after reaching level 8 or 8:99 weapons I forge some of them back. Especially how op poison is in this game I forge the Boomerang back to the Cobra Shuttle, and equip it as the 2nd weapon to the Hero, hit with the boomerang the enemies till he poisons them, then switch to the sword for pure damage. While forging the Axe back to level 8 so the Girl gets extra strength points.

There are also alternatives in form of sabers also, Light saber is very effective in mana fortress, I think it's nice to be forced to spend some mp to use it smartly, outside bosses also.

Magic recharge is actually really good Eids, in the original you rarely ever would attack with weapons, magic chain cast was just a broken feature in the game, it made the original game pathethically easy. It fixes at least that issue.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191205
« on: December 07, 2019, 03:40:46 pm »
Hm how about just leaving it as 1  to very low damage depending on enemy. I wouldn't sacrifice that perk of the undead enemies, definitely feels like a bummer, imo

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191205
« on: December 06, 2019, 01:37:56 am »
Well, making some enemies absorbing their own element is no big deal, SD3 did that it was never a problem for me at any point.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191202
« on: December 03, 2019, 05:36:10 pm »
Queue it's casting a spell while charging up

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191202
« on: December 03, 2019, 08:29:07 am »
@Mr X

That's because you didn't enable [Spell_Balance_Overhaul].  It allows few spells to bypass Wall.  But you make an excellent point.  Thank you for telling me.  I shall make another code that uses IF and IFNOT, so if people don't use [Spell_Balance_Overhaul] (Turbo default doesn't use that), Mech Rider 3 will use another spell.

Oops my bad, I see.

15
Personal Projects / Re: Secret of Mana, Turbo - Beta 191202
« on: December 03, 2019, 05:48:49 am »
Mech Rider 3 still reflects his own Lunar Magic hmsong

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191202
« on: December 03, 2019, 03:31:18 am »
Queue weirdly enough that seems to be the case mainly for the Machine fight in the sunken continent and the mana beast fight but doesn't happen anywhere else, at least I wasn't able to track it elsewhere as I don't usually have her charge attacks.

Try one of those two fights

I actually managed to make this happen outside of those two fights. It doesn't always happen but sometimes I still get it. Set the Girl AI charge attack to level 4 at least, have her charge her attack and cast a spell as she charges her attack. She wont do anything and stops moving for some time as if she is trying to cast the spell but can't, you can't access magic either as if the spell is being casted.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191202
« on: December 02, 2019, 05:30:50 pm »
Queue weirdly enough that seems to be the case mainly for the Machine fight in the sunken continent and the mana beast fight but doesn't happen anywhere else, at least I wasn't able to track it elsewhere as I don't usually have her charge attacks.

Try one of those two fights

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191129
« on: December 02, 2019, 04:56:05 am »
I experienced a weird glitch with this revision. I tried a combination of patches and the resulting ROM was corrupted. Tried it again and no issues. Did anyone else have a similar experience or was this a one-off?

Didn't happen to me.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191129
« on: December 02, 2019, 12:36:55 am »
Boreal Face is a Dryad enemy that uses Burst too.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 191129
« on: December 01, 2019, 02:24:24 pm »
Queue yes another character had the spear that could inflict the balloon status, but didn't attack the enemy for sure.

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