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Romhacking => Personal Projects => Topic started by: seraphim423 on July 30, 2018, 07:16:24 pm

Title: Shadowrun for the Sega Hack
Post by: seraphim423 on July 30, 2018, 07:16:24 pm
Hello, I am relatively new to the ROM hacking scene, but find it a very interesting puzzle. 

I am working on a hack for the Sega Genesis version of Shadowrun. 

Currently, my goals with the hack are to rebalance out the weapons, add additional weapons, increase money and karma payouts for jobs (thus reducing the grind, this game is notorious for it), and bring things in line with Shadowrun 2nd edition rules.

I am still working on my knowledge of assembly but the different versions of GENS have made figuring out the game a lot easier.

Currently, I have completed the following.

1.) I have rebalanced the stats of the starting characters to line up with 2nd edition Shadowrun.
   
2.) I have redone the weapons to match weapons present in the game and have tried to mix them up a little bit. 

3.) I have fixed a glitch in the game that causes auto death if you are using wired reflexes and melee attacks (thanks to Tony H)

4.) I have changed an extensive amount of dialogue to match the new weapons and to give a different flavor to some of the missions.

I am currently working on how money and karma (exp for this game) are rewarded for completed shadowruns (in-game missions/jobs).  I have made strong headway on the money side, but have some random effects occurring I have to work out. 

I am stuck on altering some aspects of the weapons (reload speed, fire speed, fire mode, and sound) and with creating new items.  But I have received some advice on this. 

For those that are familiar with the character generation process for early editions of Shadowrun, and are curious, my logic is listed below for the changes I made.

"Samurai" and "Decker" Joshua have priorities set for A=Attributes B=Skills and C=resources (D and E are race and magic)
   
I have changed "Gator Shaman" Joshua to "Mage" Joshua (in the game being a shaman has no benefit and takes up an item slot needlessly). 

His priorities are A=Magic B=Attributes C= Resources D=Skills and E=Race. If your not familiar with 2nd edition rules that probably doesn't make any sense.

I have also added spells to Mage Joshua's spell book to provide him the proper number of "power points" for that resource level, and I have allowed the characters to start with 90,000 to reflect choosing resources as priority C. 

I am considering having the characters start with nothing in their inventory, to reflect just stepping off a plane that landed in Seattle.  This is workable from a play perspective because the characters start next to a gun/armor store.  Does anyone have an opinion on this?

I would welcome any feedback. 


Title: Re: Shadowrun for the Sega Hack
Post by: the_E_y_Es on August 01, 2018, 08:23:07 pm
Sounds interesting. I never finished the Genesis Shadowrun, but I thought the gameplay was very addicting. I assume the 2nd edition rules are an improvement to the original?

BTW, if you could add a few screenshots showcasing some of the changes, I'm curious to see what you've already done with the game.
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on August 01, 2018, 11:03:36 pm
The 2nd edition is actually the edition of the game that was out at the time.  Shadowrun PnP is in 5th edition now.  The changes I have made are under the hood type changes.  So far I have just altered the existing weapons.  Changing how they function (at least a little, several weapon properties I haven't figured out yet) and their names.  I've changed a substantial amount of the dialog, and have adjusted PC and NPC statistics.

I did finally figure out what was causing the issue with the run payouts today though.  That is fixed now, and I have doubled the karma rewards for most things, and massively increased payouts on different run types. 

I have several screenshots to post but cannot figure out how to get them to post on the board.  Every time I click insert image this is all that appears --->  img][/img]

I have tried different browsers.  I probably have a setting messed up.  I will mess around with it and see if I can fix it. 

Now that I have the runs rewarding what I want.  I am going to work on trying to figure out how to change all of the properties of the weapons. 

I don't really have plans to change the graphics.  I don't have any artistic talent what so ever.  In addition to that, other than a revolver's image being a semi-automatic, I really wouldn't change anything about the graphics. 

I will hopefully have a link to a patch for the game for playtesting purposes within a week. I'd like to play through it once to catch obvious stuff.   

August 02, 2018, 01:13:24 am - (Auto Merged - Double Posts are not allowed before 7 days.)
(http://www.romhacking.net/scratchpad/14579/)

(http://www.romhacking.net/scratchpad/14580/)



August 02, 2018, 01:14:44 am - (Auto Merged - Double Posts are not allowed before 7 days.)
(http://www.romhacking.net/scratchpad/14581/)

Figured out the posting screenshots issue. 
Title: Re: Shadowrun for the Sega Hack
Post by: PresidentLeever on August 03, 2018, 02:18:51 pm
Not familiar with those rules so I'd have to try it but it's cool that some work is being done on the game.

There was another hack in the works maybe a year back, I'll see if I can find a link since I commented pretty thoroughly on what I'd like to see done.

Here:
http://www.romhacking.net/forum/index.php?topic=22245.msg313369#msg313369
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on August 04, 2018, 09:08:51 am
Yea, I actually made contact with him/her. VonMuir was very helpful to me when I was first getting started. 

My version of the hack isn't nearly that ambitious. 

I am a very big fan of the tabletop and have dumped countless hours into the gens version. Replaying it through the years I've noticed that it doesn't quite get the Shadowrun world perfect, probably due to censorship issues.  The Shadowrun world is pretty dark. So I have changed the wording for the setup for some missions, but otherwise, I've left the gameplay alone. 

I have vastly increased the payout on runs for both karma and money.  I've also made the starting character much stronger and started him out with 90k instead of 20 dollars.  This may seem like a huge amount of money but the amount you will need to beat the game is absolutely exorbitant.

I have changed some weapons around but would like to eventually figure out more about how they work.  I am currently a little lost in this area.  I would eventually like to add more weapons to the game. 

For those familiar, I have left the Matrix alone.  I think it pretty much got the feel of Shadowrun's matrix perfect.

Does anyone have a suggestion for a way to host the ips patch to let some people play it and give me feedback on how it's playing out?  I have got a version done that I think is a good beta version of the "mod", but don't know a good way to get it to people.  I know RomHacking.net has a "scratch pad", but I think its more for final uploads, and is temporary.  I've looked at dropbox but it seems to charge eventually, and I don't want to pay to host a 3kb  file. 

Thanks in advance for anyone that has a suggestion. 
Title: Re: Shadowrun for the Sega Hack
Post by: the_E_y_Es on August 04, 2018, 12:39:03 pm
I use MEGA for hosting my stuff, it's free.

I wonder what happened to  VonMuir's hack. In any case I'm interested in testing your mod, even if it's still in beta.
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on August 04, 2018, 12:55:24 pm
Thanks for the advice.  I created an account pretty easily.  If I have done this correctly, below is the link to the file.  It is an IPS patch that adds the changes I wanted to make. 

I am aware of a bug with contracts paying more than 10k where the leftmost digit in the number gets hung on the screen until you exit dialog.  I am trying to figure this out. 

Otherwise please provide feedback.  I can pretty easily change damage and armor piercing on the weapons, run base payouts, character stats/gear, and any text. 

I am working on changing the weapons completely.  As it stands right now I can't change the "class" a weapon is.  i.e I can't change the stats of a pistol to make it shoot like an SMG or reload and sound like a shotgun. 
https://mega.nz/#!DyJAFApB (https://mega.nz/#!DyJAFApB)
Title: Re: Shadowrun for the Sega Hack
Post by: the_E_y_Es on August 04, 2018, 03:18:09 pm
I think you'll have to provide the link with the decryption key, otherwise I can't access the download.
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on August 04, 2018, 10:22:57 pm
Yea, I misunderstood that.  I thought by clicking "without key" it just wouldn't apply one.

My apologies. 

I believe this is correct now.

https://mega.nz/#!DyJAFApB!K27Y5mbxVqkud3tvLLBbgKQxxR0xXlv9MiOQb2WsXU0 (https://mega.nz/#!DyJAFApB!K27Y5mbxVqkud3tvLLBbgKQxxR0xXlv9MiOQb2WsXU0)

If you get a chance to check it out, please look at the enforcement missions offered by the mid-level "Johnson's".  I completely changed the text associated with most of those.  I'd like to know if people consider them an improvement. 
Title: Re: Shadowrun for the Sega Hack
Post by: CrocMagnum on August 05, 2018, 08:54:18 am
Nice project. This game deserves more love.^^

I discovered the game very late to be honest (it was never released in Europe). Still I played it from beginning to end a few years back and had good fun. If you look past the drab  graphics (very cyberpunkish by the way^^) you have one great action RPG, also the first hub is somewhat underwhelming which can turn off people, it gets better later. A few remarks:

- you’re right about the game being grindy (especially the early part), if you do away with that I’d be eternally grateful,

- the Corp Badge (6000 Nuyen) is useful when you’re doing a Corp Run and don’t have a high Charisma to talk your way out:

# is it possible to lower the price of this item? (it’s sold by your contact Max when called on the vid-phone),

# the Corp Badge is fickle, sometimes it lasts for 1 Run and sometimes it stays for longer. How is that possible? Could you make it more reliable?

- some gamers have reported that using Cheats makes the final battle unwinnable, making the game impossible to complete. So totally noob question here:

Do you think tinkering with game values could make the game unbeatable?

Anyways thanks in advance for you answers and Good luck on your endeavours, seraphim423! :thumbsup:

* Anecdote about the French Shadowrun Novels:

I discovered the Shadowrun universe with the novels actually, not the tabletop. Back in the day I bought around a dozen of them, the French trade paperback. I read them like pulps and liked them very much, but always felt they were a bit rushed, especially their endings. Years later I learned why:

Fleuve Noir, the publisher (now Fleuve Editions), decided that for this collection each book shouldn't exceed 250 pages! Many novels were butchered to death, often the French translations was missing entire scenes, many books were missing between 50/70 pages! The first time I heard about this I almost stretched my pants and turned green!

At last in 2009 Black Book Edition -a French publisher too- decided to re-print these novels with a much more faithful translation. Having read 2XS (one of the better novels in the collection) both in old and new version, I can say that the Black Book new version is the better translation.

Ahem sorry for the off-topic. :P
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on August 05, 2018, 10:52:17 am
I've played through a few times.  In the version of the ROM I've been working with, the Corp Badge seems to have a permanent value.  I've never been able to get it to disappear, and I don't know of a way to figure out how it disappears unless I can get it too and then run a trace on it.   

Altering the price will probably be doable.  The contact's prices for things are fixed, not formula based.  So they should be easy to alter once they are located.  If I can figure out the weapon thing, I intend to make the contacts carry exclusive weapons.

I am not sure about the endgame question.  I was able to beat the game using the in-game cheats and with the changes that I've made. So it seems fine for now.

I replayed it with the beta version I have put out.  I made it through significantly quicker because I could start with a mid-level cyberdeck.  Still took me a bit to get the Excalibur and corp runs could still be a total party kill on the way out.  But I think that's part of the dark nature of the game.   I'll wait for some opinions on that. 
Title: Re: Shadowrun for the Sega Hack
Post by: CrocMagnum on August 05, 2018, 11:27:05 am
...I am not sure about the endgame question.  I was able to beat the game using the in-game cheats and with the changes that I've made. So it seems fine for now...

Actually I finished the game without any major issues too (also for what it's worth I didn’t use cheats).

I was more asking about this Review and wanted to know if these rumors were true:

Just Gave Up On - Shadowrun (Genesis) (http://www.alexbevi.com/blog/2016/07/26/just-finished-shadowrun-genesis/)

But since you said your hack works perfectly it's a moot point, I guess. :)
Title: Re: Shadowrun for the Sega Hack
Post by: Gamesoul Master on March 28, 2019, 04:07:43 pm
Wondering if this project is still in development. I've played and loved the Genesis Shadowrun many times since it came out. I'd certainly be willing to give this project some solid playtest attention, being a huge fan of the Shadowrun universe in general.

I do like the idea of reducing the initial grind in Redmond Barrons. Although after playing enough times, I've learned to minimize that through gameplay. But for less experienced people, it makes the game a lot more accessible.
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on April 28, 2019, 06:59:04 pm
I apologize for the delay.

I have moved and me and my wife have gotten promoted at work and had a lot of changes.

This is not dead by any means but I haven't had any time to devote to learning what is pretty much a dead language.  The link above seemed to work well for me.  That is my most up to date version of the "mod" (hack?).

It makes some minor changes to get the game in line with second edition of the pen and paper.  In it's current form it's pretty playable.  The guns have been changed around a lot to make more sense.  The assault rifles are pretty decent weapons now and all of the pistols have been changed to reflect PnP weapons from the books.  The shadow run payouts are significantly more for extractions.  The risk / reward on these never made sense to me.  I changed quite a bit of text since when this game launched the language had to stay somewhat pg - rated and some of the missions that are out right assassinations were kind of dumbed down in a way that didn't really fit in the universe. 

Further development will require me to understand a whole lot more about the original programming language the games were made in and to get more comfortable with the tools that are used to take these games apart.  I wanted to add some more weapons, change some spells, and "activate" some missions in the game that were completed but not implemented.  For example there is code to take the guy that gets shot in the club to the hospital and then engage Renraku at the hospital.  But I cant figure out how to activate it, just read the text. 

I've kicked around the idea of just ripping the sprites and rewriting the game in Unity.  It honestly may just be easier to do that. 

If anyone is interested in going forwarded feel free to sent me a private message.  I have some notes on a thumb drive I can get to you about how to change mission payouts, alter in game weapons (not create, just alter), and alter starting character stats.
Title: Re: Shadowrun for the Sega Hack
Post by: Gamesoul Master on May 05, 2019, 02:13:33 am
Null sheen, chummer. Glad to hear things are overall moving up for you :) Was mostly asking so I'd know whether I should take the latest version as the "final" version, or if I should be waiting for a newer version, so now I have my answer.

I'll definitely give this a run and see what happens. I'll probably be giving a little extra attention to the runs and dialog in general. I've been re-reading all the Shadowrun novels (27 straight in the last couple months), so my brain is very much geared for it right now... lol.

Edit: Right away, I have a thought. Upon landing, I had the starting equipment (I picked Decker) and also 90000¥. I like the idea of being able to bypass some of the grind (experienced players can already partly avoid it), but this just bypasses Redmond Barrons completely (except for story stops), which is just unfortunate in my opinion. Makes the game actually start too fast, which detracts from the Shadowrun feel of having to crawl out of the shadows to move up. Maybe have the player start with the standard nuyen (250¥), and put the 90k on the credstick Michael left behind? With the starting equipment, it doesn't take much time at all to get the nuyen to buy out Michael's stash, and it gives just enough time there to get that "starting out" feeling without being too grindy.

Another thought: Decker. I realize you're using 2E rules for this (which I'm fuzzy on after not playing for too long), but the attributes seem a bit off. Body should be higher than Strength. And while I'm guessing the overall higher stats are supposed to reduce grind and such, the fact that you doubled karma payout on runs is already great compensation for that. Firearms seems a bit high to start too. For a Decker, it'd make sense to drop that 5 into Pistols instead, since Deckers don't generally use heavier weaponry.

And... Reputation. That should definitely be lower. Having it at 4 opens up things a little too quickly. I like that it's higher to start, to reduce the grind. But 4 is a bit high to start for sure. Again, the doubled karma payouts already speed things up, and starting at 2 or maybe 3 would be nice without making it *too* easy. I want to say the 7 in Computers is too high, but honestly, I like it too much to complain... :D

Question: Do you want feedback on how people (mostly Johnson's) say things? If so, I do have suggestions on some of the run descriptions that were reworded. Suggestions more in line with how things would be phrased in the Shadowrun universe.

Also, I'd like to add that overall, I like what you've done so far. I don't want you to think that all this constructive criticism is a slight on your work. But I also know that on a project like this, it's hard to get things just right by yourself, so I'm hoping that my feedback merely acts as a good balance to what you've done so far :)
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on May 05, 2019, 04:13:37 pm
Yea the 90K came from the "priorities" method of character creation that came out of my copy of the 2nd edition book.  All of the characters follow that system.  It's a little off for the mage Joshua (I got rid of gator shaman, it does nothing in the game code) as he has to select magic as priority A.  To make it hammer out each character selected resources as priority C because the code wont let me change how much money the shaman starts with vs the Decker or Samurai.  Just starting equipment and cyber.  That's why the Samurai and Decker have significantly higher total skill and attribute points than the mage.  The Joshua Mage's starting spells have been upgraded quite a bit though since there were a lot of spell points to spend. 

I do like the idea of making the stick at the coffin hotel pay you back the 90 K though.  Should be able to figure that out.

As far as the skill lay outs I am open to changing any of it.  I didn't want to make any character start out with anything but generic firearms skill so I wouldn't key hole a player into a specific weapon choice.

I got mopped up pretty good on some of the runs with a 7 computer skill though.  I made it through the "simple" runs pretty well but got wiped out in any of the triple A systems.  Even dumping most of the 90K into a good deck I was getting my deck burned and black ICE was unbeatable. 

As far as the feed back on text I am open to just about any thing.  You have to get creative because you only have so much space to work with for each screen in a discussion, the code is pretty tight.  I changed a lot of the text with the enforcement runs, where you have to wipe out the gangs.  That's probably the place its most changed right now.   

I would really like to figure more out about how the combat is figured out.  What I think is going on is each ROM address that has weapon information (picture, price, magazine size, damage, power, etc) is set some where as to what kind of gun it is (i.e. pistol, SMG/Assualt Rifle, or shotgun).  I would like to figure out how to change this since there are 7 pistols and only 2 shotguns.  Seems kinda of dumb since pistols are garbage (like they should be)

There is a bunch of dead space at the end of the ROM.  I think there should be room to make additional things if I can figure out how the ROM addresses work.

May 05, 2019, 07:56:00 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
https://onlinedisassembler.com/odaweb/

If anyone is looking for a disassembler this one is not bad.  It's web based.  Not as many tools as Easy 68K or something else, but it's beginner friendly. 
Title: Re: Shadowrun for the Sega Hack
Post by: Gamesoul Master on May 07, 2019, 03:36:36 am
Well, as far as the 90k goes, I definitely think it should be on the credstick instead of starting out. Mostly eliminating the grind is good, but cutting out the whole starting area just takes away from the experience.

The skills... I can later get into specifics if you want, but for now, I'd just say that they are a bit high if you're committed to higher karma payouts on runs. Runs are a core part of the universe... In the P&P game, in this video game, and in the universe in general. Especially as a character that, as I see it, is meant to not be experienced with running in the shadows.

As far as that 7 in computers... Well, you also gave a 6 in the other two key decking stats. Meaning we're starting out with, effectively, an 18 (due to how it's calculated). That's very high. With pumped up Evasion (which covers most decking due to what I can only assume is a coding bug), Response, and high level Attack, Deception, and Sleeze progs on a mid+ deck, top corps can be taken on without too much fuss. With just the starting 90k, it'd be tough to take on the top corps, but most corp's can be handled with that starting money. With about 10-15 minutes of decking, I made enough money to take on the top corp's systems without too much trouble. Another half hour and they became too easy.

I can help with dialog. The ideas I have in mind account for the fact that the one page of text is all we have to work with for the runs. Not sure if you made a text document recording your changes (or if you simply made them on-the-fly in the game code), but I'd like to help with it. Like I said, my brain is deep in Shadowrun right now. I'd like to put it to use while it's still there... lol.

I don't know a ton of coding (like you, I'm not a professional), but I'm pretty apt, and if you'd like, I can attempt to assist you with figuring things out. I'll take a look and see if I can put my very limited experience to use somehow.

Also, you can definitely use the empty ROM space. Hell, you can even expand it if you want. The trick, of course, is figuring out how to reprogram the game to utilize the new memory locations. That part, I can't help with. I don't know enough. But I could potentially find a person or two who might know, maybe. For that, I just don't know.
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on May 07, 2019, 12:15:20 pm
Yeah the more I think about it the more I like the idea of the 90K being on the cred stick.

0213FE is the ROM address for adjusting cred stick pay out.

000800 is the ROM address for adjusting starting money.
 
Knocking the skills down should be pretty easy.  I'll knock it down to 5 and re-play it and see how it feels.

These changes are pretty easy.  Once I can get to my home PC and sit down and do it shouldn't take long.  Should be able to have an updated ISO patch this week. 

I'd be interested in anyone's opinion on a samurai and mage play through.  I'd like to know how they feel to people.  Having to hire a Decker routinely will really change the feel of the game.   

I am also thinking about pulling all of the totems out of the game to not give the shamans a disadvantage.  Right now they offer not benefit to the characters, and i don't even know how to go about making them do something beneficial.  Does anyone think this would take away from the game?

I have a plan to start tackling the combat changes.  The ROM address 01516E has something to do with determine how many rounds are fired every time a weapon is fired.  I plan to work "up" and "down" from that ROM address figuring out when it stops breaking the gun mechanics.  Should give me a chunk of code to drop in a disassembler and see whats going on. 

I haven't tracked my text changes.  The bulk of it has been renaming weapons to fit what I have redesigned them to be.  Aside from that, the majority of it was the enforcement missions.

By the way big thanks to TONY H for helping me previously and designing a bunch of game genie codes that helped me work backwards.  Saved me a ton of time on things. 

 
Title: Re: Shadowrun for the Sega Hack
Post by: 4lorn on May 07, 2019, 04:04:45 pm
I am also thinking about pulling all of the totems out of the game to not give the shamans a disadvantage.  Right now they offer not benefit to the characters, and i don't even know how to go about making them do something beneficial.  Does anyone think this would take away from the game?

Storywise, it might detract a bit. Here are some snippets of Ricky's dialogue about his totem:

Code: [Select]
"Then I heard my totem calling.  I have embraced that power, the power of Rat! Rat has shown that force is not the only way to success."
"<He shows you his Rat totem, a dingy block of wood.>
Each shaman has a totem that seeks him out.
This totem represents an animal from nature.
Rat chose me to follow his ways.
Rat wants me to protect myself by looking for opportunities.
To use guile and misdirection in lieu of combat.
Rat bestows benefits by means of this totem."

It's clear that, from the character's perspective, it's an important item. On the other hand, Walking Bear defends Bear, but she doesn't mention her totem at all.

Is it possible to boost some spells according to totems? +% of Invisibility duration for Rat, +% of Healing range or effect for Bear, etc.? Maybe Gator could influence combat rolls, which would be a slight boon for a starting Gator Shaman.
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on May 07, 2019, 06:05:39 pm
Just to clarify I'm only considering removing the totem as an item.  Not removing the animal aspects of the shamans as far as their story and back ground is concerned. 

From a programming perspective it does not seem that the totems have any definitions other than to pull their name and image.  No other properties assigned to them. 

On the back side there are "classes" in the code but they don't do anything but determine if a character has a magic attribute or not.  Other than that the class property only displays on the character screen.  i.e. human decker, human mage, elf mage, dwarf shaman, etc. 

The totem has a significant con in that it permanently takes up a item slot. And the character's inventory is pretty limited at 8 items.  This makes the mages strongly preferable over the shamans because you can equip them with more gear because otherwise their skills, attributes, and skill sets remain the same. This extra item slot can be significant for the magic users as they have ALOT more items to choose from compared to the Samurai and Decker. 

Removing the totem wouldn't change the game play, it would just free up a item slot for all the shamans, putting them on even playing ground with the mages.

In the original 2nd edition (through modern editions i believe) being a shaman imposed a positive and negative quality and had strong role playing aspects.  Shamans are more in tune with nature and Mages twist the mana to their will so to speak.  Also in the rules the totem represents a spiritual guide.  It's not actually an item they have to carry around to cast spells.  That's something they just kinda added to this game.  I am sure the intent was to add some magical qualities to them, but nothing was ever done. There are some other uncompleted things in the code like an enchanted dagger.  And some dialog that was never implemented like the option to take Mako to the hospital.  I'm sure these are things that just got missed as the dead line loomed.   

If they are coded the same way as the other magical items it would be pretty easy to make them enhance a spell, but I cant find tags for them in the rom's code like I can for other items like armor, guns, medkits, etc.

That's kind of rambley but I am tired.  I think its understandable though. Or I hope it is.   
Title: Re: Shadowrun for the Sega Hack
Post by: 4lorn on May 07, 2019, 06:30:59 pm
Oh, no worries, I understood that :) I played the hell out of this game back in the day. It remains a Genesis favorite, if not one of the best 16-bit RPGs. Was just thinking that if the totems as items were removed, it might be necessary to do some very minor edits to Ricky's dialogue.

I was aware of the "hidden" dagger by messing with save state editors back then (it was worth a fortune!), but never knew about that Mako bit. That's a nice touch (or would be if it had been implemented).

Too bad about the totems not being able to be edited that way. I have no knowledge of the game's code (I looked around the ROM with graphic and hex editors in hopes of being able to pull off a translation but I'm not sure I'd be able to change or add more characters, the game seems heavily packed with info and not much free space) so I can't really help :/

But would it be possible to duplicate an existing item? Say... You remove all three Totems, then add an item that behaved somewhat like a Spell Focus but shared the Totem graphic (and the inability to be removed from the inventory)? Just thinking out loud here.

Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on May 08, 2019, 08:04:22 pm
Yes.  Yes that absolutely worked.  I can assign it the same properties as one of the other spell items.  I just tried it with combat focus and it worked.  Feel kinda dumb I didn't think of that. 

I guess the question now is do we augment the totems and give them some power, or do players want the open inventory slot?

If the answer is keep them what should the totems do?  There is Gator, Rat, and Bear.
Title: Re: Shadowrun for the Sega Hack
Post by: 4lorn on May 09, 2019, 05:43:15 pm
Yes.  Yes that absolutely worked.  I can assign it the same properties as one of the other spell items.  I just tried it with combat focus and it worked.  Feel kinda dumb I didn't think of that.

Don't! I'm glad my suggestion paid off :)

I guess it all depends on the trade off. When I played the game, I got used to the slightly limited inventory, so it wasn't an issue for me (though I understand how and why it can affect someone's enjoyment of the game).

Stripped of their totems, they "gain" an item slot but aren't they pretty much the same as mages? If the totems stay, I think they should give some bonuses, if possible. I'm not sure if the suggestions I made earlier (+combat rolls for Gator, +duration and AoE for Invisibility and Healing for Rat and Bear respectively) are doable. But it would be interesting to see the totems apply bonuses that went along with the Spirits.
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on May 11, 2019, 12:10:32 pm
Just an update.

I figured out the totems do a degree.  It seems they had the ability to improve the shamans but didn't for whatever reason.  After changing different things in the ROM address purely through trial and error I have figured out that the Rat totem improves the invisibility and confusion spells.  The Bear totem enhances the heal spell.  These are both consistent with what SR2 would have those totems enhance.  So I plan to just leave them. 

I still haven't figured out what Gator does, so for now I am going to leave Joshua a mage and put figuring out his totem on the back burner.

I also made Gamesoul Master's suggestion go into affect.  I have the 90K coming to the player after he gets Michael's stuff from the hotel. 

http://mikesrpgcenter.com/manuals/genesis/Shadowrun.pdf <-- This is a link to the game's original manual.  It helps catch up a new player to how the game works. The only thing in the manual that wouldnt be consistent is I have changed SMGs skill to Auto and have changed some of the SMGs to Assault Rifles.  This gives a character in late game some alternatives weapon wise.  As the game is originally written shotguns are really the only choice to take down late game enemies. 

As soon as I get time to make a patch I'll post a v 2.0 of the mod with the above changes made. 
Title: Re: Shadowrun for the Sega Hack
Post by: 4lorn on May 11, 2019, 12:34:33 pm
Just an update.

I figured out the totems do a degree.  It seems they had the ability to improve the shamans but didn't for whatever reason.  After changing different things in the ROM address purely through trial and error I have figured out that the Rat totem improves the invisibility and confusion spells.  The Bear totem enhances the heal spell.  These are both consistent with what SR2 would have those totems enhance.  So I plan to just leave them. 

I still haven't figured out what Gator does, so for now I am going to leave Joshua a mage and put figuring out his totem on the back burner.

Great :)

I found a 2nd Edition Core Rulebook online. Seems my suggestions were pretty much spot on, here are the Totem characteristics (minus things like differences between urban and wilderness totems):

Gator: +2 dice for combat and detection spells

Rat: +2 dice for detection and illusion spells

Bear +2* dice for all health spells

(*In the Core Book there's a Z instead of a 2; I'm assuming a typo here?).

So I'm guessing in the game, if it was coded but not implemented, there's probably something related to combat for Joshua as a Gator Shaman.

Title: Re: Shadowrun for the Sega Hack
Post by: IronC on May 11, 2019, 02:57:41 pm
Hello there, I just made an account to comment on this thread because pretty much I'm impressed to find a project of this quite dated game still on progress in the current year. Usually when I find stuff like this they are abandoned projects that havent been touched in years with no progress, but the work on this patch shows complexity and consistency compared to other shadowrun hacks.

Below I'll put my first impressions and my thoughs about this hack/patch. You are free to ignore them if you want to.

This is my 4th playthrough  on this game and the changes done in the patch are more than good. I like that you made it so I can skip the boring early game grind while also making the fun missions rewarding. It's so good to not be forced to farm in the matrix in order to get nuyen anymore or do tons of basic 1 karma runs to build up stats to do a corp run or even kill halloweeners.  At the same time, despite having a lot of nuyen and skills at the early start, the corp runs are still challenging.

I found the new weapons interesting as well. The high power-damage smg and the 25 bullet clip pistol easily kills the renkaku security with little firearm skill investment. Making the weaker smgs and pistols do more damage is also a good change to note.
 Also,  I don't know if it was intended or you did this change, but I think the changes you made on some weapons stats made some enemies stronger as well. For example the Eye fibers and Renkaku Strike Team have one of those modified weapons equipped and they deal more damage compared to the original version. I personally find this change a positive because now enemies pose a treat compared to before where the only niche of the renkaku strike team was their tankiness and eye fibers were just cannon fodder that barely were dangerous even at early game. Now it's quite satisfying to fight against them since they are somewhat strong to fight against in late game (or at least more compared to before)

In short words, the boring grind has been cut off whilist keeping the game challenging and the weapons have been balanced along with some items that now serve some use. It feels like a completely different new game.
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on May 11, 2019, 10:45:12 pm
@ IronC I appreciate you taking the time to create an account to reply to this post.  That's extremely flattering, and I am glad other people like this game as much as I do.  I feel this is one of the absolute top classics from that era, and I'm really sad they developers didn't get to finish everything they wanted too. 

Your observation about the enemies getting stronger is correct.  They have "character sheets" in the code that determine their skills, attributes and gear.  When I upgraded the weapons theirs got upgraded as well.  I have been thinking about upgrading the Renraku strike team to have combat armor since they should probably be red samurai members since that's what Renraku would send after someone in the situation Joshua finds himself in during the game.

I am posting a second patch (hopefully correctly, I use this online cloud thing wrong a lot). 

In this I have "turned on" the Rat and Bear totems.  Rat influences the stink and confusion spells, while Bear impacts the heal spell.  If I remember correctly this is pretty much what they did in SR2.  There are none of the cons from the book (I think bear shamans go berserk, don't recall what rat shamans struggle with) but there is the in game consequence of loosing 1/8th of your inventory space so I think it comes out in the wash. Big thanks to 4lorn for giving me the idea that let me figure this out through some trial and error. 

I have decided to leave Joshua as a Mage.  I haven't figured out exactly what the Gator Totem does, but I think its probably going to be a combat upgrade.  My logic there is I don't want to keyhole the player into a particular type of magic user and the mage is more generic.  If there is a desire for it later it should be easy to create another copy of mod that has the Gator Shaman back (or bear or rat for that matter if its desired).

I have made the change suggested by Gamesoul Master of having money pay out to the character on Michael's Cred Stick.  I also lowered it to 50K just to test out if this makes it better.  Some people have messaged me and said the beginning's a little to easy. I can already tell you there is a typo in the text after you get the cred stick.  I need to change it from 500 to 50k.  Ill fix that in the next patch.

Below are some changes I am interested in looking into for the next version.  If anyone has a particularly strong opinon please share it.  If anyone has an insight on how to tackle it please PM me.

--I would like to look at making pistols not reduce your magazine total.  In the game right now there are "universal gun clips" that all weapon types use.  This obviously isn't realistic but I am sure the memory was too restrictive to have 3 or 4 types of ammo in this game as big as it is.  As it stands right now there really isn't an incentive to use or keep pistols past a point.  The assault rifles, smgs, and shotguns are so much stronger and their status as "illegal" becomes irrelevant in time.  As such I thought that making the pistols not use use actual magazines would give an incentive to keep a pistol as a side arm.  I have completely run out of ammo during extraction runs before, especially Caleb's.  Ideally I want the pistols to still have to reload, just for all purposes the character has an unlimited supply of pistol ammo.  Like Win Back if anyone played that for the Nintendo 64

--Another guy working on a shadowrun sega hack said he got the enchanted dagger to work.  If I can figure that out I'd like to turn it into forearm snap blades and have a mage/shaman friendly melee weapon which the game doesn't have right now.  That should be relatively easy if I can figure out how to get the dagger to work.  After that I just have to adjust the damage, change the image, and put it in a store. 

--Lastly I would really like to figure out where the game has it assignments for what ROM addresses correspond to what type of Item.  This would let me get rid of some pistols to make shotguns, drop a piece of armor to make another type of spell focus, drop a pistol for another melee weapon, etc.  This has eluded me so far though.  Every time I go after it I get frustrated and stop working on this for a while.  But I am running out of changes I want to make at this point. 

Any way that's a long enough post for now, thanks for reading.  Below is a link to the patch.  If this doesn't work please post here or send me a PM.  I have made a mistake with this before. 

https://mega.nz/#!eRcTCaqD!wajTZntLcusiYK2uv9L-Ele8bQB5ZSG4QyGAxjfz6FM

This is an IPS patch.  It was made with Lunar so that should work.  If there's a problem someone please let me know. 
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on May 19, 2019, 01:17:33 pm
Well I have a bug that was pretty bad.  Something about my change to put the 90K on Michael's Credstick made it so that you cannot use a health kit or stim patch.  Not sure what caused that.  Below is a correction where the totems are still active but I've had to change the money back to the way it was for now.

https://mega.nz/#!aJNgWQjY!ibv9oa_AcvNYtYvsKQU6pa42kCf195c8gIG_dyn8UWA
Title: Re: Shadowrun for the Sega Hack
Post by: seraphim423 on May 31, 2019, 04:21:51 pm
I have made some headway on the making new weapons, or at least changing their characteristics.

Each weapon is assigned a bit value (01-0c) for tracking them.  For example it seems to be a value check to see if a given weapon is in a character's inventory.  There is also a section of the code that runs a "compare bit" command on the three weapons that fire in automatic.  each bit is followed by a branch if equal with the last being followed by a branch if not equal.  What I am guessing this does is tells the game to go "here" to fire the gun if its one of these three, making it automatic, and then go "here" if its not making it fire in single shot mode for the pistols and shotguns.  If I change one of these bits to one that corresponds to one of the other weapon that weapon then fires in full auto mode.   

I have to look into 68K programming because I do not understand how to insert commands in 68K (if that's even possible), or to tell how where in the code the branch command is telling the processor to go. 

I am hoping I can add more branching lines at this location to create a machine pistol and a full auto combat shotgun.