News: 11 March 2016 - Forum Rules
Current Moderators - DarkSol, KingMike, MathOnNapkins, Azkadellia, Danke

Author Topic: Secret of Mana, Turbo - Beta 200706  (Read 304417 times)

zoolgremlin

  • RHDN Patreon Supporter!
  • Full Member
  • *****
  • Posts: 137
  • Steam Profile Name: keeperofcastlegreydusk
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #860 on: November 02, 2019, 08:48:13 am »
Well!  I think that might be the longest break between two Posts, that there's ever been in this thread!  I kinda suspected that people were either busier with work than usual, or enjoying their weekends in other way...  :laugh:

Here goes:

@hmsong:  I just opened up the Personal Project page for ROMhacking, there's 49 damn pages of Projects Posted in there.  Yikes...  :o

So... I haven't looked through all the pages yet, but there is an FF6 Project here on this site, that is ongoing.  But it's a translation Project specifically, so it's probably not implementing changes related to Balance/Quality of Life/Graphics/Audio/etc.

FF6 is a pretty popular Square game, though, so I'd be very surprised if there wasn't a LOT of modding going on for (most versions of) that game.  Hey, they can't possibly mess it up much more than Square did, especially with the port for PSone and the HD Remaster I've seen on Steam.

Good to see you again...  ;)

@Mr. X:  I Copy/Pasted the code that Queue used in the ZPS source file, to add the Engulf effect to Lava Wave.  Then tweaked the Copy a little, to add Paralyze instead, and make Fire Gigas cast Lava Wave again, instead of Fire Bouquet.  Not that there's anything wrong with him casting that, it was just to avoid having an "all Characters unable to move AND act" situation, which Lava Wave - Engulf would've caused without Queue's thorough code.

I don't know if you feel comfortable with adding custom modules to the ZPS yourself, but I have written up two Shortlists of mods that I personally have written, or extracted from elsewhere and then possibly tweaked.  If you'd like to test-drive the mod for changing Lava Wave and feel confident in adding stuff to the ZPS, it's FILE <z028> in the "z000 Series".  I'll put a Link to the Folder containing my two current .zps add-on packs and the Documentation for them.

Ordinarily I only Link to Secret of Mana Information (Vanilla), the Folder that contains everything I've documented/composed.  If you don't feel comfortable, no worries!  With the Link up, at least everyone can see where my mind's been, for the last 2 months since joining the Project.

Spoiler:
PS:  My mind likes to wander a lot, including into some sorta dirty areas, wink wink.  I dunno if it can be trusted to keep itself safe, all alone in a world where information and po** are King and Queen.  Awwww... hehehehehhhh...  >:D

LINK:  Prototype Shortlists for SoM Hacks - WIPs
« Last Edit: November 02, 2019, 04:53:19 pm by zoolgremlin »
MASTER LINK:  Secret of Mana Information (Vanilla)

"Yes, the Author is indeed a horse!"  <zool>

hmsong

  • Sr. Member
  • ****
  • Posts: 432
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #861 on: November 02, 2019, 09:10:46 pm »
@Queue

Wow, double-checking my work took me a long time.  I found lots of errors here and there.  But finally, they're done.  Please include these for the next release:

[Enemy_Stat_Changes]
Quote
Chobin Hood HP (60 --> 80)
Goblin Lord MP (18 --> 30)
Crawler HP (100 --> 120)
Ice Thug HP (440 --> 550)
Pumpkin Bomb MP (04 --> 05)
Steamed Crab HP (110 --> 120)
Robin Foot HP (125 --> 180)
Werewolf MP (06 --> 10)
Tomato Man HP (40 --> 70)
Tomato Man MP (46 --> 70)
Emberman HP (125 --> 200)
Red Drop HP (380 --> 200)
Eggatrice HP (185 --> 250)
Trap Flower HP (144 --> 220)
Ghost HP (632 --> 540)
Imp HP (138 --> 165)
Imp MP (64 --> 80)
Blue Drop HP (380 --> 200)
Fierce Head HP (308 --> 350)
Metal Crab HP (533 --> 600)
Captain Duck MP (22 --> 48)
Tsunami HP (388 --> 400)
Gremlin MP (64 --> 80)
Dark Ninja MP (22 --> 30)
Whimper HP (230 --> 400)
Fiend Head HP (1150 --> 999)
National Scar HP (630 --> 530)
Dark Knight HP (200 --> 300)
Wolf Lord HP (280 --> 700)
Terminator HP (300 --> 500)
Master Ninja HP (400 --> 600)

Minotaur B-Spell Power (01 --> 30)
Spring Beaks HP (720 --> 1000)
Snap Dragon HP (1215 --> 3000)
Snap Dragon MP (06 --> 30)
Snap Dragon W-Spell Power (02 --> 29)
Metal Mantis HP (1220 --> 1600)
Mech Rider 2 HP (1258 --> 2600)
Mech Rider 2 W-Spell Power (02 --> 37)
Gorgon Bull B-Spell Power (100 --> 44)
Gorgon Bull W-Spell Power (01 --> 99)
Boreal Face MP (12 --> 36)
Boreal Face W-Spell Power (02 --> 26)
Great Viper MP (08 --> 24)
Aegagropilon B-Spell Power (11 --> 39)
Aegagropilon W-Spell Power (01 --> 11)
Hexas MP (69 --> 99)
Hexas B-Spell Power (16 --> 37)
Kettle Kin HP (1230 --> 3000)
Kettle Kin W-Spell Power (02 --> 19)
Mech Rider 3 MP (38 --> 66)
Mech Rider 3 W-Spell Power (02 --> 37)
Fire Gigas MP (66 --> 99)
Axe Beak W-Spell Power (01 --> 37)
Biting Lizard MP (06 --> 12)
Dark Lich Level, HP (46,666), Primary stats maxed
Dark Lich Spell Strength = 99
Mana Beast Level, HP (65,535) maxed
Mana Beast Spell Strength = 99

* May not be compatible with [Easier_or_Harder_Monsters].

Many thanks to kethinov for providing me the data for Dark Lich and Mana Beast -- they make fantastic final boss, thanks to their boost in their stats.

Code: [Select]
@OFF $D01C58 ' Chobin Hood HP (60 --> 80)
RAW 50 00
@OFF $D01D42 ' Goblin Lord MP (18 --> 30)
RAW 1E
@OFF $D01DD1 ' Crawler HP (100 --> 120)
RAW 78 00
@OFF $D01DEE ' Ice Thug HP (440 --> 550)
RAW 26 02
@OFF $D01E9E ' Pumpkin Bomb MP (04 --> 05)
RAW 05
@OFF $D01EB9 ' Steamed Crab HP (110 --> 120)
RAW 78 00
@OFF $D01F2D ' Robin Foot HP (125 --> 180)
RAW B4 00
@OFF $D01F86 ' Werewolf MP (06 --> 10)
RAW 0A
@OFF $D01FDB ' Tomato Man HP (40 --> 70)
RAW 46 00
@OFF $D01FDB ' Tomato Man MP (46 --> 70)
RAW 46
@OFF $D0204F ' Emberman HP (125 --> 200)
RAW C8 00
@OFF $D0206C ' Red Drop HP (380 --> 200)
RAW C8 00
@OFF $D02089 ' Eggatrice HP (185 --> 250)
RAW FA 00
@OFF $D020E0 ' Trap Flower HP (144 --> 220)
RAW DC 00
@OFF $D02171 ' Ghost HP (632 --> 540)
RAW 1C 02
@OFF $D0223C ' Imp HP (138 --> 165)
RAW A5 00
@OFF $D0223E ' Imp MP (64 --> 80)
RAW 50
@OFF $D02259 ' Blue Drop HP (380 --> 200)
RAW C8 00
@OFF $D02293 ' Fierce Head HP (308 --> 350)
RAW 5E 01
@OFF $D022EA ' Metal Crab HP (533 --> 600)
RAW 58 02
@OFF $D02360 ' Captain Duck MP (22 --> 48)
RAW 30
@OFF $D023B5 ' Tsunami HP (388 --> 400)
RAW 90 01
@OFF $D023F1 ' Gremlin MP (64 --> 80)
RAW 50
@OFF $D0242B ' Dark Ninja MP (22 --> 30)
RAW 1E
@OFF $D02446 ' Whimper HP (230 --> 400)
RAW 90 01
@OFF $D02480 ' Fiend Head HP (1150 --> 999)
RAW E7 03
@OFF $D0249D ' National Scar HP (630 --> 530)
RAW 12 02
@OFF $D024D7 ' Dark Knight HP (200 --> 300)
RAW 2C 01
@OFF $D02511 ' Wolf Lord HP (280 --> 700)
RAW BC 02
@OFF $D0254B ' Terminator HP (300 --> 500)
RAW F4 01
@OFF $D02568 ' Master Ninja HP (400 --> 600)
RAW 58 02

@OFF $D02644 ' Minotaur B-Spell Power (01 --> 30)
RAW 1E
@OFF $D0268A ' Spring Beaks HP (720 --> 1000)
RAW E8 03
@OFF $D026C4 ' Snap Dragon HP (1215 --> 3000)
RAW B8 0B
@OFF $D026C6 ' Snap Dragon MP (06 --> 30)
RAW 1E
@OFF $D026D6 ' Snap Dragon W-Spell Power (02 --> 29)
RAW 1D
@OFF $D02738 ' Metal Mantis HP (1220 --> 1600)
RAW 40 06
@OFF $D02755 ' Mech Rider 2 HP (1258 --> 2600)
RAW 28 0A
@OFF $D02767 ' Mech Rider 2 W-Spell Power (02 --> 37)
RAW 25
@OFF $D02783 ' Gorgon Bull B-Spell Power (100 --> 44)
RAW 2C
@OFF $D02784 ' Gorgon Bull W-Spell Power (01 --> 99)
RAW 63
@OFF $D027CB ' Boreal Face MP (12 --> 36)
RAW 24
@OFF $D027DB ' Boreal Face W-Spell Power (02 --> 26)
RAW 1A
@OFF $D027F8 ' Great Viper MP (08 --> 24)
RAW 18
@OFF $D02888 ' Aegagropilon B-Spell Power (11 --> 39)
RAW 27
@OFF $D02889 ' Aegagropilon W-Spell Power (01 --> 11)
RAW 0B
@OFF $D02896 ' Hexas MP (69 --> 99)
RAW 63
@OFF $D028A5 ' Hexas B-Spell Power (16 --> 37)
RAW 25
@OFF $D028B1 ' Kettle Kin HP (1230 --> 3000)
RAW B8 0B
@OFF $D028C3 ' Kettle Kin W-Spell Power (02 --> 19)
RAW 13
@OFF $D028ED ' Mech Rider 3 MP (38 --> 66)
RAW 42
@OFF $D028FD ' Mech Rider 3 W-Spell Power (02 --> 37)
RAW 25
@OFF $D02927 ' Fire Gigas MP (66 --> 99)
RAW 63
@OFF $D02971 ' Axe Beak W-Spell Power (01 --> 37)
RAW 25
@OFF $D029D5 ' Biting Lizard MP (06 --> 12)
RAW 0C
@OFF $D029B5 ' Dark Lich Level, HP, Primary stats maxed
RAW 63 4A B6 63 63 01 63 63
@OFF $D029C7 ' Dark Lich Spell Strength = 99
RAW 63 63
@OFF $D02A63 ' Mana Beast Level, HP maxed
RAW 63 FF FF
@OFF $D02A75 ' Mana Beast Spell Strength = 99
RAW 63 63

[Enemy_Behavior_Changes]

Quote
- Increases the frequencies of spells.
- Changes various HP requirements for spell-casting conditions (to prevent stupid AI actions).
- Corrects various spell-targeting (to prevent hurting itself or buffing PCs)

Others:

Spectre      Freeze --> Dark Force
Goblin      Cure Water (ally) --> Mud/Stone Saber (ally)
Water Thug   Cure Water (full-HP ally) --> Acid Rain (one enemy)
Ice Thug   Ice Saber, Cure Water target = Self
Silktail   Acid Rain (1 enemy) --> Light Saber (self)
Silktail   Cure Water (self) --> Burst (1 enemy) at lower HP
Silktail   Fireball --> Lucent Beam
Howler      Speed Down (1 enemy) --> Lunar Boost (self)
Werewolf   Cure Water target = Self (if allies are around)
Tomato Man   Defender --> Lunar Boost
Tomato Man   Various PC-buff spells --> Magic Absorb (1 enemy)
Mystic Book   Air Blast --> Magic Absorb
Emberman   Lava Wave (1 enemy) --> Inferno Barrier (self) if it is on
Kimono Wizard   Freeze --> Magic Absorb
Ghost      Freeze --> Lucent Beam
Beast Zombie   Acid Storm --> Lava Wave
Beast Zombie   Speed Down (1 enemy) --> Lunar Boost (self)
Ghoul      Speed Down (1 enemy) --> Lunar Boost (self)
Metal Crab   Light Saber --> Thunder Saber
Nitro Pumpkin   Renews into Pumpkin Bomb --> Nitro Pumpkin
Turtlance   Moon Saber --> Moon Energy (or Herbal Boost)
Turtlance   Light Saber --> Ice Saber
Dark Ninja   Speed Down --> Balloon
Dark Ninja   Flame Saber --> Thunder Saber
Whimper      Earth Slide --> Lucent Beam
Heck Hound   Only spawns Beast Zombie
Dark Stalker   Ice Saber --> Flame Saber (or Shadow Saber)
Terminator   Lucent Beam (one enemy) --> Light Saber (self)

Blue Spike   Fireball --> Lucent Beam
Hexas      Dispel --> Dark Force
Dark Lich   Evil Gate target = All enemies (if Useful Evil Gate)
Red Dragon   Exploder target = All enemies (if Hellfire)

* Intended to be used with [Enemy_Type_And_Element_Changes] and [Enemy_Stat_Changes], although it does not depend on them.

Damn, due to character limit, I can't type anymore.  I'll wait until someone posts something.  [Enemy_Behavior_Changes] is rather long.
« Last Edit: November 03, 2019, 01:41:21 am by hmsong »

Queue

  • Sr. Member
  • ****
  • Posts: 391
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #862 on: November 02, 2019, 10:07:21 pm »
Yeah, the character limit can really get in the way when trying to paste in large chunks of code or data. pastebin.com (or equivalent) is always an option, but my opinion is the general permanence of this site is more fitting unless you want it to be more likely lost over time.

hmsong

  • Sr. Member
  • ****
  • Posts: 432
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #863 on: November 02, 2019, 10:10:23 pm »
Continuing from the previous post:

Code: [Select]
@OFF $D0526C ' Lullabud Sleep Flower frequency (random 0F -> 03)
RAW 03
@OFF $D0553B ' Eye Spy Uses Cure Water (ally) below 79 HP
RAW 4F 00
' @OFF $D05564 ' Eye Spy Spawns Chobin Hood
' RAW 03
' @OFF $D055CE ' Green Slime Spawns Green Slime
' RAW 08
@OFF $D0565C ' Spectre Uses Energy Absorb below 199 HP
RAW C7 00
@OFF $D05683 ' Spectre Freeze --> Dark Force
RAW 25
@OFF $D058AB ' Goblin Lord Cure Water (ally) --> Mud/Stone Saber (ally)
RAW 03
' @OFF $D05810 ' Goblin Lord Spawns Ma Goblin
' RAW 0E
' @OFF $D058D4 ' Goblin Lord Spawns Ma Goblin
' RAW 0E
@OFF $D05940 ' Water Thug Acid Storm frequency (random 0F -> 03)
RAW 03
@OFF $D05985 ' Water Thug Cure Water target = 1 enemy (if allies are around)
RAW C1
@OFF $D05987 ' Water Thug Cure Water frequency (random 0F -> 03)
RAW 03
@OFF $D0598C ' Water Thug Cure Water --> Acid Storm
RAW 07
@OFF $D05C94 ' Dark Funk Magic frequency (random 0F -> 03)
RAW 03
@OFF $D05D58 ' Crawler Sleep Flower frequency (random 0F -> 03)
RAW 03
@OFF $D05EB3 ' Ice Thug Ice Saber, Cure Water target = Self (if allies are around)
RAW C4
@OFF $D0609C ' Kimono Bird Magic frequency (random 0F -> 03)
RAW 03
' @OFF $D060FC ' Kimono Bird Spawns Pebbler
' RAW 16
@OFF $D0619F ' Silktail Acid Rain (1 enemy) --> Light Saber (self)
RAW C4 E9 04 27
@OFF $D061C3 ' Silktail Uses Cure Water (self) below 49 HP
RAW 31 00
@OFF $D061C9 ' Silktail Cure Water (self) --> Burst (1 enemy)
RAW C1 E9 04 1F
@OFF $D061FA ' Silktail Uses Cure Water (ally) below 119 HP
RAW 77 00
@OFF $D0620D ' Silktail Fireball --> Lucent Beam
RAW 28
@OFF $D06326 ' Nemesis Owl Magic frequency (random 0F -> 03)
RAW 03
@OFF $D0675E ' Wizard Eye Uses Cure Water (ally) below 164 HP
RAW A4 00
' @OFF $D06787 ' Wizard Eye Spawns Weepy Eye
' RAW 33
@OFF $D06810 ' Howler Speed Down frequency (random 0F -> 03)
RAW 03
@OFF $D06816 ' Howler Speed Down (1 enemy) --> Lunar Boost (self)
RAW C4 E9 05 1C
@OFF $D0696B ' La Funk Magic frequency (random 0F -> 03)
RAW 03
'@OFF $D06996 ' La Funk Renews La Funk below 80 HP
'RAW 50
'@OFF $D0699E ' La Funk Renews La Funk
'RAW 1D
@OFF $D06B03 ' Werewolf Lunar Boost frequency (random 0F -> 07)
RAW 07
@OFF $D06B58 ' Werewolf Cure Water target = Self (if allies are around)
RAW C4
@OFF $D06B5C ' Werewolf Uses Cure Water below 100 HP
RAW 64 00
' @OFF $D06D2F ' Tomato Man Spawns Zombie
' RAW 12
@OFF $D06D58 ' Tomato Man Uses Cure Water (ally) below 124 HP
RAW 7C 00
@OFF $D06D6C ' Tomato Man Defender (PC) --> Magic Absorb (PC)
RAW 19
@OFF $D06D77 ' Tomato Man Defender --> Lunar Boost
RAW 1C
@OFF $D06D85 ' Tomato Man Cure Water (PC) --> Magic Absorb (PC)
RAW 19
@OFF $D06D9E ' Tomato Man Remedy (PC) --> Magic Absorb (PC)
RAW 19
@OFF $D06EB5 ' Mystic Book Air Blast --> Magic Absorb
RAW 19
' @OFF $D07025 ' Mad Mallard Spawns Pumpkin Bomb
' RAW 17
' @OFF $D0705F ' Mad Mallard Spawns Pumpkin Bomb
' RAW 17
' @OFF $D0706D ' Mad Mallard Spawns Pumpkin Bomb
' RAW 17
@OFF $D0710C ' Emberman Lava Wave frequency (random 0F -> 03)
RAW 03
IF _Inferno_Barrier_-_Replaces_Blaze_Wall ' compat
@OFF $D0710F ' Emberman Lava Wave (1 enemy) --> Inferno Barrier (self)
RAW C4 E9 04 11
ENDIF
' @OFF $D0712E ' Emberman Spawns Emberman
' RAW 26
' @OFF $D071DF ' Red Drop Spawns Red Drop
' RAW 27
@OFF $D073AA ' Bomb Bee Exploder frequency (random 0F -> 03)
RAW 03
@OFF $D0754F ' Trap Flower Uses Energy Absorb below 219 HP
RAW DB 00
@OFF $D07576 ' Trap Flower Uses Energy Absorb below 219 HP
RAW DB 00
@OFF $D075B3 ' Trap Flower Sleep Flower frequency (random 0F -> 03)
RAW 03
@OFF $D075E4 ' Trap Flower Sleep Flower frequency (random 0F -> 03)
RAW 03
@OFF $D076B1 ' Dinofish Magic frequency (random 0F -> 03)
RAW 03
@OFF $D0780E ' Mimic Box Lunar Magic frequency (random 0F -> 03)
RAW 03
@OFF $D0788A ' Kimono Wizard Magic frequency (random 0F -> 03)
RAW 03
@OFF $D078E0 ' Kimono Wizard Freeze --> Magic Absorb
RAW 19
' @OFF $D078F5 ' Kimono Wizard Spawns Metal Crawler
' RAW 31
@OFF $D07952 ' Ghost Uses Energy Absorb below 539 HP
RAW 1B 02
@OFF $D079A7 ' Ghost Uses Energy Absorb below 539 HP
RAW 1B 02
@OFF $D079BD ' Ghost Freeze --> Lucent Beam
RAW 28
@OFF $D07C52 ' Weepy Eye Lucent Beam frequency (random 07 -> 03)
RAW 03
@OFF $D07DE2 ' Shellblast Cure Water frequency (random 0F -> 01)
RAW 01
@OFF $D07DE8 ' Shellblast Uses Cure Water below 179 HP
RAW B3 00
@OFF $D07DFA ' Shellblast Ice Saber frequency (random 07 -> 01)
RAW 01
@OFF $D07F1F ' Beast Zombie Acid Storm frequency (random 0F -> 03)
RAW 03
@OFF $D07F28 ' Beast Zombie Acid Storm --> Lava Wave
RAW 0E
@OFF $D07F50 ' Beast Zombie Speed Down frequency (random 0F -> 03)
RAW 03
@OFF $D07F56 ' Beast Zombie Speed Down (1 enemy) --> Lunar Boost (self)
RAW C4 E9 05 1C
@OFF $D0802C ' Ghoul Magic frequency (random 07 -> 03)
RAW 03
@OFF $D0803C ' Ghoul Speed Down (1 enemy) --> Lunar Boost (self)
RAW C4 E9 04 1C
' @OFF $D08275 ' Blue Drop Spawns Blue Drop
' RAW 38
' @OFF $D08498 ' Fierce Head Spawns Grave Bat
' RAW 1E
@OFF $D0897C ' Armored Man Defender frequency (random 07 -> 03)
RAW 03
@OFF $D08899 ' Metal Crab Light Saber --> Thunder Saber
RAW 15
' @OFF $D08A4E ' Eggplant Man Spawns Rabite
' RAW 00
' @OFF $D08A50 ' Eggplant Man Spawns Rabite
' RAW 00
' @OFF $D08A58 ' Eggplant Man Spawns Needlion
' RAW 3C
@OFF $D08C2F ' Nitro Pumpkin Renews into Pumpkin Bomb --> Nitro Pumpkin
RAW 42
@OFF $D08D48 ' Turtlance Magic frequency (random 07 -> 01)
RAW 01
@OFF $D08D51 ' Turtlance Magic frequency (random 01 -> 03)
RAW 03
IF Herbal_Boost_-_Replaces_Moon_Energy ' compat
@OFF $D08D57 ' Turtlance Moon Saber --> Herbal Boost
RAW 21
ENDIF
IFNOT Herbal_Boost_-_Replaces_Moon_Energy
@OFF $D08D57 ' Turtlance Moon Saber --> Moon Energy
RAW 1D
ENDIF
@OFF $D08D61 ' Turtlance Light Saber --> Ice Saber
RAW 09
@OFF $D08E73 ' Tsunami Freeze frequency (random 0F -> 03)
RAW 03
' @OFF $D08E94 ' Tsunami Spawns Tsunami
' RAW 44
@OFF $D08F76 ' Basilisk Gem Missile target = One enemy
RAW C1
@OFF $D08F90 ' Basilisk Speed Down frequency (random 0F -> 03)
RAW 03
' @OFF $D08FAC ' Basilisk Spawns Eggatrice
' RAW 28
@OFF $D090A9 ' Gremlin Magic frequency (random 0F -> 03)
RAW 03
@OFF $D090C9 ' Gremlin Uses Evil Gate below 422 HP
RAW A6 01
@OFF $D090D7 ' Gremlin Magic frequency (random 0F -> 03)
RAW 03
@OFF $D09158 ' Steelpion Magic frequency (random 0F -> 04)
RAW 04
@OFF $D092E6 ' Dark Ninja Speed Up frequency (random 0F -> 03)
RAW 03
@OFF $D09349 ' Dark Ninja Attacks frequency? (random 0F -> 03)
RAW 03
@OFF $D09352 ' Dark Ninja Speed Down frequency (random 0F -> 03)
RAW 03
@OFF $D09358 ' Dark Ninja Speed Down --> Balloon
RAW 16
IFNOT _Shadow_Saber_-_Replaces_Evil_Gate ' compat
@OFF $D09407 ' Dark Ninja Flame Saber --> Thunder Saber
RAW 15
ENDIF
@OFF $D09410 ' Dark Ninja Uses Burst below 100 HP
RAW 64 00
@OFF $D094B0 ' Whimper Earth Slide --> Lucent Beam
RAW 28
@OFF $D094EB ' Whimper Magic frequency (random 0F -> 03)
RAW 03
@OFF $D0951F ' Whimper Earth Slide --> Lucent Beam
RAW 28
@OFF $D096A5 ' Heck Hound Spawns Howler --> Beast Zombie
RAW 35
' @OFF $D096A9 ' Heck Hound Spawns Beast Zombie
' RAW 35
@OFF $D096B1 ' Heck Hound Spawns Howler --> Beast Zombie
RAW 35
' @OFF $D096B5 ' Heck Hound Spawns Beast Zombie
' RAW 35
' @OFF $D09818 ' Fiend Head Spawns Dark Stalker
' RAW 4D
@OFF $D0996B ' National Scar Evil Gate frequency (random 0F -> 01)
RAW 01
@OFF $D09973 ' National Scar Evil Gate frequency (random 07 -> 01)
RAW 01
' @OFF $D0999C ' National Scar Spawn Imp
' RAW 37
@OFF $D09A91 ' Dark Stalker Acid Storm frequency (random 0F -> 03)
RAW 03
IF _Shadow_Saber_-_Replaces_Evil_Gate ' compat
@OFF $D09B45 ' Dark Stalker Ice Saber --> Shadow Saber
RAW 24
ENDIF
IFNOT _Shadow_Saber_-_Replaces_Evil_Gate
@OFF $D09B45 ' Dark Stalker Ice Saber --> Flame Saber
RAW 0F
ENDIF
@OFF $D09E4B ' Wolf Lord Uses Cure Water below 400 HP
RAW 90 01
@OFF $D0A11A ' Terminator Lucent Beam frequency (random 0F -> 03)
RAW 03
@OFF $D0A11D ' Terminator Lucent Beam (one enemy) --> Light Saber (self)
RAW C4 E9 02 27
@OFF $D0A2E8 ' Master Ninja Exploder frequency (random 07 -> 03)
RAW 03

@OFF $C2DC24 ' Blue Spike Fireball --> Lucent Beam
RAW 28
@OFF $C2E273 ' Hexas Dispel --> Dark Force
RAW 25
IF Evil_Gate_-_More_Useful ' compat
@OFF $C2E977 ' Dark Lich Evil Gate target = All enemies
RAW 01
ENDIF
IF Hellfire_-_Replaces_Exploder ' compat
@OFF $C2F129 ' Red Dragon Exploder target = All enemies
RAW 01
ENDIF

I'm pretty sure there are more bosses that can use Evil Gate or Exploder, but I don't know who they are or where the code is (ex: Lime Slime).

If anyone finds any errors, PLEASE let me know, so I can fix them.  All suggestions are also welcome.



@kethinov

Is it okay if I included the stat portion of your "Harder Final Boss" patch into my [Enemy_Stat_Changes]?  I'll give you credit, of course.

kethinov

  • Full Member
  • ***
  • Posts: 139
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #864 on: November 02, 2019, 10:22:49 pm »
Go for it.

hmsong

  • Sr. Member
  • ****
  • Posts: 432
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #865 on: November 02, 2019, 10:27:09 pm »
Thank you.  Updated.



@zoolgremlin

My recent works were possible, thanks to your documents.  Many thanks.
« Last Edit: November 03, 2019, 01:43:15 am by hmsong »

Queue

  • Sr. Member
  • ****
  • Posts: 391
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #866 on: November 03, 2019, 02:16:59 pm »
Continuing the Icon Editing Guide here because of hitting a post limit.



SNES Color Format

Most modern software deals with 24-bit RGB (red green blue) color, where each color channel gets 8 bits to define its intensity where the 8-bit-groupings are ordered red, green, blue from high to low. So 0xFF0000 is max red with no green or blue, 0x00FF00 is max green with no red or blue, 0x0000FF is max blue with no red or green, etc.

The Super Nintendo uses 15-bit BGR color, where each color channel gets 5 bits, and the colors are ordered blue, green, red from high to low. This means 0x7C00 is max blue, 0x03E0 is max green and 0x001F is max red. Which is confusing unless you look at the values in binary:
Code: [Select]
0111110000000000 is max blue
0000001111100000 is max green
0000000000011111 is max red

As far as I know, the SNES doesn't use the high bit in a 16-bit color value.

So, in an earlier step I listed the 5 colors for this icon as:
Code: [Select]
192 248 248
144 240 208
 88 200 152
 16 128  80
 80  72  64
So, time to convert those 24-bit RGB colors to 15-bit BGR. You'll need a calculator that can do bit shifts (the buttons often labeled "Lsh" and "Rsh"); Windows Calculator (at least on Win7) should work fine.

Common notation for shifts is >> for shift right and << for shift left.

We'll start with the first color, 192 248 248; the color order is red, green, blue, which we want to invert, so we'll start with the blue:
Code: [Select]
248 >> 3 = 31This strips the 3 least significant bits.
Code: [Select]
31 << 10 = 31744This moves the blue bits into their position near the top of the 16-bit value.

In hexadecimal that was:
Code: [Select]
0xF8 >> 0x3 = 0x1F
0x1F << 0xA = 0x7C00 (max blue)

For green, it's the same, but the left shift is only 5, and for red, since it's in the least significant bits position it doesn't need a left shift.

Green:
Code: [Select]
248 >>   3 = 31
  31 <<   5 = 992
0xF8 >> 0x3 = 0x1F
0x1F << 0x5 = 0x03E0 (max green)
Red:
Code: [Select]
192 >>   3 = 24
0xC0 >> 0x3 = 0x0018

Then you add the three results together (or more properly, Or them together, but the result will be the same in this case):
Code: [Select]
0x7C00 + 0x03E0 + 0x0018 = 0x7FF8
Personally, I convert the initial color number to hexadecimal first thing and do all the math in hexadecimal, but it's personal preference; you may have an easier time remembering to shift left by 10 rather than 0xA, for example, and whatever leads you to make less mistakes is the right choice.

All 5 colors need to be converted from 24-bit RGB to 15-bit BGR for use in the following steps.



Assigning Ring Menu Icon Palettes

Secret of Mana's icons, used in its ring menu system, use 5-color palettes located at 0x12C900 in an array. Each color is 2 bytes (15-bit, with the 16th bit unused), stored in little-endian order. 2 * 5 is 10, so each palette entry is 10 bytes long. These palettes are referenced by an index number, where the list of icons (also referenced by index number) and their associated palette index number are located near the end of bank 0x18. Specifically, item icons start at 0x18FEF0.

Continuing with modifying the unused item (0x0B), its icon definition is located at 0x18FF06 (0x18FEF0 + 0x0B * 2); each entry is two bytes, where the first is the icon number and the second is the palette number.

Vanilla data here is 0xA8 0x95; 0xA8 is the number for the unused icon graphic modified in previous steps, and 0x95 is the same palette as the Barrel item. Palette number 0xBF seems to be unused, so we'll overwrite it for the sake of this example. For future reference, palettes 0x8F - 0x94 are all the same, so they could be merged to free up 5 more palette entries for use. There is at least one more duplicate set I'm aware of as well (though it's a less suitable merge candidate).

Change 0x18FF07 from 0x95 to 0xBF to make the unused icon use the unused palette entry.

At this point, the icon would appear as a solid white silhouette since the unused palette is functionally 5 solid whites.



Modifying Ring Menu Icon Palettes

As mentioned previously, the ring menu icon palettes are located at 0x12C900 and are 10 (0xA) bytes each. Since we'll be modifying palette number 0xBF, the location of that palette can be calculated via:
Code: [Select]
0x12C900 + 0xA * 0xBF = 0x12D076
At 0x12D076 you'll find:
Code: [Select]
FFFF FFFF FFFF FFFF FFFF
The icon done in previous steps was set up with colors in order from lightest to darkest, so those 5 16-bit values will be replaced with the desired colors in that order.

Two steps ago, the lightest color was converted to the 15-bit color value of 0x7FF8. Keeping in mind that these palette entries are numbers in little-endian order, you'd replace the first color value, like so:
Code: [Select]
F87F FFFF FFFF FFFF FFFF
ZPS syntax allows the number to be specified as a whole 16-bit value if using the ADR.16 directive, like so:
Code: [Select]
@OFF $D2D076
ADR.16 #0x7FF8 ' 192 248 248
with the subsequent 4 colors each being on their own line following that one.



That might be everything necessary? I'll likely add on further clarifications as questions come up.
« Last Edit: November 04, 2019, 08:23:53 pm by Queue »

hmsong

  • Sr. Member
  • ****
  • Posts: 432
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #867 on: November 04, 2019, 01:27:47 am »
@Queue @Kethinov

Hmm.  I got up to the tile data insertion (ips), but when I tried to apply the ips, I get a glitched graphic, instead of the graphic that I created.  So I tried the ZPS part.  I get the same result.  Hmm.

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

Queue

  • Sr. Member
  • ****
  • Posts: 391
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #868 on: November 04, 2019, 03:58:21 pm »
I wrapped up the info on assigning and changing the palette. Following my own guide, I got the expected results. If you're seeing scrambled graphics, here are some potential causes:
- missed the decoding step (you'd see scrambled graphics in the graphics editor, so probably not the issue hmsong is seeing)
- copied wrong data to ROM in mismatched decoded / encoded state
-- decoded data should only be used in a ROM with Decode_Menu_Icons feature patched in
-- encoded data should be used in a vanilla ROM, or a ROM without Decode_Menu_Icons
- in ZPS syntax, potentially have icon data reversed for encoded/decoded variants

If there's a mistake or omission in the guide, which would be easy for me to overlook since I wrote it (why we have copy editors, etc.), I suspect it will take someone spotting it for me to be able to correct it.

hmsong

  • Sr. Member
  • ****
  • Posts: 432
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #869 on: November 04, 2019, 08:09:32 pm »
@Queue

Okay, got it.  At least, to the graphic art creating part (the leaves are brown).  Now, to edit the color of the icon...

Hmm.  I'm not using the calculator right or something.  I type in 248 (from window calculator), and I hold [right shift], and I type 3, but I don't get anything.  What?

Queue

  • Sr. Member
  • ****
  • Posts: 391
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #870 on: November 04, 2019, 08:22:12 pm »
I understand the confusion, but "right shift" isn't talking about the keyboard key, a shift is a math operation.
https://en.wikipedia.org/wiki/Bitwise_operation#Bit_shifts

In Windows Calculator (at least on Win7), set to "Programmer Mode" it has Lsh (left shift) and Rsh (right shift) buttons to do bit shifts.

hmsong

  • Sr. Member
  • ****
  • Posts: 432
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #871 on: November 04, 2019, 08:40:28 pm »
Wow, the 2nd part (color) is overwhelming.  I don't even know where all these numbers are coming from.

I need some sleep.  I'm going to try again tomorrow, but my mind is drained for now.

zoolgremlin

  • RHDN Patreon Supporter!
  • Full Member
  • *****
  • Posts: 137
  • Steam Profile Name: keeperofcastlegreydusk
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #872 on: November 04, 2019, 09:05:46 pm »
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
MASTER LINK:  Secret of Mana Information (Vanilla)

"Yes, the Author is indeed a horse!"  <zool>

kethinov

  • Full Member
  • ***
  • Posts: 139
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #873 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. http://www.romhacking.net/hacks/4776/

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. http://www.romhacking.net/hacks/4775/

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?

Uberdubie

  • Jr. Member
  • **
  • Posts: 13
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #874 on: November 05, 2019, 05:25:36 pm »
At the risk of being branded "the guy who hates 'Into The Thick of It'":

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. http://www.romhacking.net/hacks/4775/

Hate to be that fella myself, but I also believe 'Phantom and a Rose' is a bit overdone as well (albeit nowhere near as much as 'Into the Thick of It").  Any chance you could add an option to this Sad Moogle Village patch that changes it to 'Morning is Here'?  Talk about underused tracks for sake of more OST diversity, and it'd feel very appropriate here fitting for a battle/invasion.  Just my two cents.

LOVE what you're doing here, and thank you for all these great improvements! :thumbsup:
« Last Edit: November 05, 2019, 05:38:52 pm by Uberdubie »

kethinov

  • Full Member
  • ***
  • Posts: 139
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #875 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.

lexluthermiester

  • Hero Member
  • *****
  • Posts: 772
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #876 on: November 05, 2019, 07:21:20 pm »
Phantom & a Rose fit the moment very well, IMHO. Better than what it was originally.
« Last Edit: November 05, 2019, 10:08:11 pm by lexluthermiester »

hmsong

  • Sr. Member
  • ****
  • Posts: 432
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #877 on: November 05, 2019, 07:35:34 pm »
@Queue, @kethinov

I was unable to create my own color.  Not because of your explanation -- you're very good at that.  I just can't process some of the info in why you're using certain numbers <here> and <there>, meaning I cannot replicate it under different circumstances.  Perhaps kethinov can understand, since he's a lot more competent than I am in these things.

Having said that, I know how to edit the color nevertheless.  The same way I did for Dust Flare -- just pick and choose among the ones already available.  I didn't know the address for that, but thanks to you, I now know (0x18FF07).  I'm experimenting to see which color looks good.

Honestly, there are lots of good colors, and I'm starting to rethink about the color -- should I do green, like the original?  Or should I go with different color?  There are too many current items with red, brown, yellow, etc, and that's quite boring.  While green is acceptable, but what else would be good?  Any idea?  Green?  Blue?  Purple?  Grey?  I'd love to hear your opinions.

Quote
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?

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?
« Last Edit: November 05, 2019, 09:08:05 pm by hmsong »

kethinov

  • Full Member
  • ***
  • Posts: 139
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #878 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.

Queue

  • Sr. Member
  • ****
  • Posts: 391
    • View Profile
Re: Secret of Mana, Turbo - Beta 191030
« Reply #879 on: November 05, 2019, 10:17:28 pm »
hmsong, give https://www.romhacking.net/utilities/782/ a shot to convert the colors to the 15-bit form SoM needs. It's a little tedious to input values (still have to convert them to hexadecimal values first and then either carefully adjust a little dial or press up / down / left / right to adjust the numbers) but you won't have to mess with bit shifts or addition.

In Magical Herb, it clears the Wall flag via:
Code: [Select]
LDA+Y $E1B1
AND #BF
STA+Y $E1B1
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.
« Last Edit: November 05, 2019, 10:28:33 pm by Queue »