PabloGaldini, I've kept a functional link to my combined and revised version of emuandco and your MSU conversion stuff in this thread's first post. When you run it, it gives you, basically, three options:
- convert the remake's music
- convert the remake's music with a couple alternate tracks
- convert the original music included with the remake
Obviously the first two were what emuandco did and the original music was what you did, all just set up as options within one script. I didn't change any of the volumes or loop points you painstakingly set out, I just reorganized the batch script to allow selection and modified the included utilities to be less of a mess.
Definitely feel free to upload my revision wherever. Note that it defaults to:set romname="Secret of Mana, Turbo"
So you'd want to edit that (to "som_msu1" probably) before uploading elsewhere, most likely. It's the second line of the batch file; you can't miss it.
, probably your next step is going to be grabbing somedit so you can see what you'll be up against.
Old Webpage: http://somedit.blogspot.com/
Once you have it running and the ROM loaded, on the left is the "Data Categories" TreeView; you'll want to expand "Misc data" and select "Character Sprites"
I'd suggest navigating the tabs on the right to "Character Definitions" sub-tab "Palette" and changing the transparent color (the first color in the palette) to something that stands out, like maybe bright green:
(If this image appears blurry, clicking on it should make it larger and display at 1:1 pixel size.)
Next, go to the "Frames" tab and enable (checkbox) "Zoom" and "Show Tile Outlines" and change the selection (below the grid) to "NPC" # "0" (for the boy). The "Frame" number at the top (above the grid) lets you view all 256 possible animation frames he has.
Then go to the "Raw Tiles" tab (and again change the selection to "NPC" # "0") to really see what you're facing. Roughly every 5 clicks of the down arrow is a new page of 256 tiles, 4 pages totaling 1024 tiles. And that's just for the boy; the girl and sprite also have about 1024 tiles each.WARNING: DO NOT TRY AND MAKE CHANGES, SAVE AND/OR LOAD.
somedit is incomplete, and your changes won't reliably save, or load, and you'll be wasting lots of time.
I explained using it so you can preview what you're up against.I repeat, for anyone reading this, use somedit as a data viewer, not an editor.
There is a LOT of art that needs to be redrawn if you want to see this to fruition.
Use the "Frames" tab to see how different poses are assembled out of tiles.
, correct, the snowmen aren't vanilla. They're added by Items\Farmable_Sword_Orb. That snowman is the only unused enemy slot, and is horribly constrained in what assets it has available. For example, it only has 2 animation frames.
This post did prompt me to go work on its "vaporize" mechanic, so with the next release, it'll have a new animation and sound effect. It's designed to be gimmicky to fight; you must defeat it the "correct" way to have a chance at a treasure chest drop.
I haven't managed to reproduce that Magic Rope text issue. I really want to fix it though. -_-
That picture looks similar to other Proportional Font rendering bugs I'd encountered, but I'm currently at a loss as to the source of that one. Any other details about the circumstances might be helpful.
Regarding quality of life feedback:
1) That's been brought up before. I've just never come up with a good way to indicate whose ring menu is open. Recoloring the HUD is harder than is apparent. The HUD has 3 colors, shared for the entirety of the HUD. That's it, 3: black, gold, white.
2) Probably there's some hacky bug-avoiding reason those status effects block opening any ring menu while controlling the status'd character, but I'll try to take a look at this.
And finally, sorry to burst your bubble, but I at least have zero interest in making Trials of Mana, Turbo. I just don't like that game that much. It's super pretty, and I often like its storytelling, but I hate playing it. I don't recall how I worded my dislike for that game earlier in this thread, but I've written on it a couple times before. Good luck if you go searching; boy has this thread gotten long.
, like SnesFaust mentioned, "L" opens the "Quick Spell" menu that lets you cast spells without pausing. Setting the hotkeys is really tedious: you go to the spell ring menu, hold L+DPad+B to hotkey a spell to a specific direction (you'll hear a sound effect).
It's really neat, but non-intuitive and poorly documented (no in-game instructions). It's on my list of systems to overhaul to try and make it more practical to use.
I've got a fair bit of stuff ready to go for the next version, but am getting a tiny bit more testing done first.