Romhacking.net

Romhacking => Personal Projects => Topic started by: xenophile on January 30, 2022, 10:52:35 PM

Poll
Question: Change the color of the sky?
Option 1: Blue sky! votes: 11
Option 2: I intend to play without color, and I prefer the original shade votes: 0
Option 3: I intend to play without color, and I don't care (or prefer the darker shade) votes: 1
Option 4: I intend to play in color and prefer the sky its original shade for some reason I'll explain in comments votes: 1
Title: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on January 30, 2022, 10:52:35 PM
Legend of the Mana Sword (https://www.romhacking.net/hacks/6550/) focuses on making the first game of the Mana series both a better experience for first time players, and more fun for returning players. If you played the original (whatever you call it) years ago, my hope is that (after the title screen) you will quickly forget that you're playing a hack.

(https://i.ibb.co/YDKcNTP/5.png)
Sixth release (Edit: Seventh release out to fix a bug I introduced) is out now (https://www.romhacking.net/hacks/6550/). Several fixes for bugs in the original game (thanks to radimerry), and a slight graphical improvement to the HUD to match the Japanese original.

The main areas I'm looking to change are:
1. Anything related to the Mana series established lore. The world building went a lot farther in Secret of Mana and Seiken Densetsu 3 (Trials of Mana).
2. Bits that were "lost in translation", both names and plot, but also readability.
3. Bug fixes if the bug can negatively affect gameplay (like the infamous Heal bug (https://finalfantasy.fandom.com/wiki/Magic_bugs#Final_Fantasy_Adventure)).
4. Puzzles should be solvable without looking at a walkthrough.
5. Graphics upgrades including color enhancements, currently only targeting GBC's very limited built in palette.
6. Anything else that makes the game more fun!

Enjoy!
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Thirteen 1355 on January 31, 2022, 05:17:54 AM
Yeah I would go with Flare. That's the real name after all. I'd stick to FF spell names in general.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on January 31, 2022, 10:01:09 PM
Quote from: Thirteen 1355 on January 31, 2022, 05:17:54 AM
Yeah I would go with Flare. That's the real name after all. I'd stick to FF spell names in general.
What even is real when you think about it?

If I'm not mistaken, Square mostly stopped borrowing Final Fantasy elements from Secret of Mana onwards, which to me leaves a lot of those elements feeling like dead ends here?

I'm still indecisive between Nuke and Flare. The biggest things Nuke has going for it are that it's not Final Fantasy, and it is evocative of evil. Except it is Final Fantasy, and it's to over used to remind people of the very real-world horrors the term represents. I guess I'm leaning towards Flare.

Also, I'm regretting adding a poll option for two different possible spell names, so I'm removing "Thund" from the running.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Da_GPer on January 31, 2022, 10:22:19 PM
May I suggest using my title screen hack that changes the title screen to say Adventures Of Mana? It will make the game look better.

http://www.romhacking.net/hacks/4595/ (http://www.romhacking.net/hacks/4595/)
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on February 01, 2022, 12:06:51 AM
Quote from: Da_GPer on January 31, 2022, 10:22:19 PM
May I suggest using my title screen hack that changes the title screen to say Adventures Of Mana? It will make the game look better.

http://www.romhacking.net/hacks/4595/ (http://www.romhacking.net/hacks/4595/)

Thank you for the offer, but I actually did my own title screen based off of the original Japanese Seiken Densetsu title screen: https://www.romhacking.net/?page=hacks&action=images&id=6550&imageid=title (https://www.romhacking.net/?page=hacks&action=images&id=6550&imageid=title)

With so many different titles and so many title screens for this game already, the obvious solution was to add one more of each? That was logically the best use of my time, right? :banghead:

What do you think of it?  >:D
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Thirteen 1355 on February 01, 2022, 01:27:45 AM
Your own title screen looks great I think.

Regarding Flare, yes, you are trying to make this more Mana and less FF, but clearly this spell IS Flare from FF. Modern translations use Flare for it, so I wonder why someone would go with an outdated, inaccurate name. You can see the exact same in FFLegend.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: gnome_chomski on February 01, 2022, 10:00:36 AM
I've played about an hour of this (up until Wendel), and it's been great so far. No bugs or text errors to report.

I second the existing title screen -- you did a great job in keeping faithful to the original's design. Squeenix had the chance to officially change this game's name to "Adventures of Mana" when they released the Collection of Mana, and they didn't. So, if anything, "Legend of the Mana Sword" is a more faithful translation at this point.

I don't feel particularly passionate about Flare v Nuke, but I'd agree that Flare has a slight edge due to it being the standard term across both the Final Fantasy and Mana games.

All in all, great job so far. There's a lot of potential here to make further improvement and quality-of-life tweaks, I'll be interested in seeing how this develops. Between this and OK Impala's Ember of Mana, it's an exciting time to be a Mana/SD fan.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on February 02, 2022, 01:16:25 AM
Quote from: Thirteen 1355 on February 01, 2022, 01:27:45 AM
Your own title screen looks great I think.

Regarding Flare, yes, you are trying to make this more Mana and less FF, but clearly this spell IS Flare from FF. Modern translations use Flare for it, so I wonder why someone would go with an outdated, inaccurate name. You can see the exact same in FFLegend.

Thanks! About Flare, I'm convinced to change it (about to replace the poll now), but I'm a little curious how clearly it is Flare? Graphically, does it resemble Flare in Final Fantasy games? I ask a little bit because ultimately my hope is for it to be purple/black like Shade.

Quote from: gnome_chomski on February 01, 2022, 10:00:36 AM
I've played about an hour of this (up until Wendel), and it's been great so far. No bugs or text errors to report.

I second the existing title screen -- you did a great job in keeping faithful to the original's design. Squeenix had the chance to officially change this game's name to "Adventures of Mana" when they released the Collection of Mana, and they didn't. So, if anything, "Legend of the Mana Sword" is a more faithful translation at this point.

I don't feel particularly passionate about Flare v Nuke, but I'd agree that Flare has a slight edge due to it being the standard term across both the Final Fantasy and Mana games.

All in all, great job so far. There's a lot of potential here to make further improvement and quality-of-life tweaks, I'll be interested in seeing how this develops. Between this and OK Impala's Ember of Mana, it's an exciting time to be a Mana/SD fan.

Thank you! Let me know if you notice any issues, of course. I'm trying to figure out some more easy quality of life fixes to add in the near future.

I'm definitely excited about Ember of Mana too, and have sent Ok Impala! some (very minor so far) assembly changes that are being integrated into EoM. Vice versa, when I got stuck completely unable to design a graphic I liked for the Fang item, Ok Impala! came to my rescue.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on March 01, 2022, 07:15:18 PM
After a lot of changes and a lot of testing, the next release is getting close. Seems like the perfect time for me to think about making even more changes?

The change is pretty simple. When playing Final Fantasy Adventure (or Seiken Densetsu) on Game Boy Color or Game Boy Advance (and Super Game Boy for most people's palette configurations?) you get blue water and green foliage (mostly). This isn't because of any fancy colorization the game is doing, but just because that's the default palette of the Game Boy Color its self.

The actual change is to switch the color of the sky from the green hue to the blue hue. This would be a completely obvious change except the fact that for anyone on regular (non Color, non Super Game Boy, non Game Boy Advance) Game Boy would see the changed sky as now being a darker gray, and maybe a little more ominous. Here's before and after in black and white and in color:

(https://i.ibb.co/WWRS62H/bluesky.png)
Originals on the left, new versions on the right.

Poll is up, comments are open. How do y'all play your Game Boy games, and what do you want to see?

Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: badnest on March 01, 2022, 08:08:37 PM
Meh, I play GB games on my GBC and I almost always choose the color palette using the button combination when the BIOS screen shows up. I almost always go for the greyscale option, or the "amberscale" one, the one where sprites and the bg are the same (shades of amber) colors. I think the colorized modes make the sprites stick out too much from the background and almost never use them, except for a few games that look really good on them.

If I were to play your hack, and I probably will when I get a GBC everdrive, I certainly wouldn't use that default palette anyway.

I'd say don't change it. Just my two cents.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: KingMike on March 02, 2022, 03:01:28 AM
I don't know if I've actually played FFA on an actual Super Game Boy, but I would guess it would use the default 1-A (red/orange/navy) palette since it's not a first-party game (not unless the off-chance the EU version is counted by the BIOS as a first-party game, can't recall if they got that specific).

I noticed that the Switch collection offers that SGB palette as one of the FFA palette options (though sadly doesn't offer a palette editor. Too bad, M2, that was the sort of crazy extra-effort feature we'd expect out of you! But maybe they ran out of time or something. :D )
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on March 02, 2022, 02:14:53 PM
Quote from: badnest on March 01, 2022, 08:08:37 PM
Meh, I play GB games on my GBC and I almost always choose the color palette using the button combination when the BIOS screen shows up. I almost always go for the greyscale option, or the "amberscale" one, the one where sprites and the bg are the same (shades of amber) colors. I think the colorized modes make the sprites stick out too much from the background and almost never use them, except for a few games that look really good on them.

If I were to play your hack, and I probably will when I get a GBC everdrive, I certainly wouldn't use that default palette anyway.

I'd say don't change it. Just my two cents.

Playing on original hardware is awesome! I've tested on both original DMG Game Boy and GBA, though I'll admit I haven't transferred a build with this particular change to my EverDrive yet... uh, my EverDrive has "Made in Ukraine" stamped on so you might want to order sooner rather than later.

I might make an optional patch to remove color related changes. My thought is that those with the skill to use a flash cart probably already have an ips patcher downloaded, and the reverse may not be true of emu users.

Quote from: KingMike on March 02, 2022, 03:01:28 AM
I don't know if I've actually played FFA on an actual Super Game Boy, but I would guess it would use the default 1-A (red/orange/navy) palette since it's not a first-party game (not unless the off-chance the EU version is counted by the BIOS as a first-party game, can't recall if they got that specific).

I noticed that the Switch collection offers that SGB palette as one of the FFA palette options (though sadly doesn't offer a palette editor. Too bad, M2, that was the sort of crazy extra-effort feature we'd expect out of you! But maybe they ran out of time or something. :D )

To the best of my understanding, Super Game Boy didn't count it as a first-party game, but Game Boy Color did have a special palette for the EU version! (https://tcrf.net/Notes:Game_Boy_Color_Bootstrap_ROM) I tried it out for a while but the palette they chose for backgrounds was all green, no blue. Early feedback was that the GBC default palette might be better, so I went looking for one that had the default background colors but the same sprite colors from the custom one and to my surprise... Pac-In-Time used exactly what I was looking for.

I'm not sure how much effort to put into Super Game Boy. Game Boy Color seems a better target to me (though I'd like to support original DMG Game Boy as well). There's a (not on RH.net) patch to add a SGB border this game, but while it works on real hardware no emulator I've found displays it correctly, so so far I haven't prioritized compatibility.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: AdamDravian on March 02, 2022, 02:55:22 PM
This project looks great, as I've always wanted to play the original Seiken Densetsu, and I always prefer to play translations that bring games closer to the intent of the original developers. But when I went to the hack's page, I saw you've forced a gender change on the main character, which flies in the face of my desire to play as close as I can to the developer's original intent.

Any chance you'd consider making that an optional patch?
(and for the record, I'm a left-leaning progressive--this has nothing to do with my politics; I'd gladly play as a lady hero had that been the original intent).
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on March 02, 2022, 06:36:40 PM
Quote from: AdamDravian on March 02, 2022, 02:55:22 PM
This project looks great, as I've always wanted to play the original Seiken Densetsu, and I always prefer to play translations that bring games closer to the intent of the original developers. But when I went to the hack's page, I saw you've forced a gender change on the main character, which flies in the face of my desire to play as close as I can to the developer's original intent.

Any chance you'd consider making that an optional patch?
(and for the record, I'm a left-leaning progressive--this has nothing to do with my politics; I'd gladly play as a lady hero had that been the original intent).

It'll be in there for the next version. It's the main thing that has delayed this next version, both because of hacking time and testing (and bug fixing) time.

A fair amount of ink has already been spilled about this via PMs and such, but for the (first) remake, Sword of Mana, they allowed the player a gender choice.

Trying to tease out "the developer's original intent" is an interesting exercise in its self:

1. Medusa's outfit. I can't help but think the intent here (and several other places) was to preemptively self-censure to avoid having to make changes for NOA again.

2. Graphics censorship: Spoiler alert, it's religious imagery. I think the original Japanese developers either didn't know or didn't care about the religions involved, but NOA did. That said, I see copying from at least two other religions that NOA probably couldn't have cared less about. Square actually updated this for the most recent Japanese release, which might mean that Square's view on their game has changed in the last 30 years.

3. Gameplay: The Moogle item was completely useless. When I fixed that, I found that the Heal spell was also programmed to remove Moogle status. Changing Heal to cure Moogle has been a pretty serious nerf for a fair amount of (previously pretty pretty scary) enemies. I don't know if I'm fixing a bug or if they made a last second messy change for balance reasons.

4. Another gameplay change: Nectar (ahem, censorship alert: it's booze) was buggy. For casual players it would often not work, and for experienced players it was exploitable. I have no idea whether they realized this when balancing it.

5. There continues to be a lot of evidence that Japanese developers watched too many B movies. Must be hard chewing all that scenery with those fangs.

6. Similarly, I'm unsure exactly how gross the original plays having to spelunk through a giant's digestive track.

7. Color is a weird one. Was the Game Boy Color palette chosen by Square, or did some intern at Nintendo get the job of choosing palettes for the long list of games Miyamoto didn't personally care about?
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on March 10, 2022, 09:56:19 PM
Second release is out now! (https://www.romhacking.net/hacks/6550/)

The biggest (and most eagerly awaited) feature added in the second release is the ability to play as the original character ("Duke") in addition to the previous supported character ("Amanda").
(https://i.ibb.co/YDRSg7N/hero.png)

Aside from that there are dozens of smaller changes to smooth some of the rough edges, including dialog, graphics, and puzzle scripting. Most of these changes should be less noticeable than what they replace, and that's good! It's really hard to get excited about a screenshot of nothing unexpected happening, but sometimes in game, that's the best thing possible.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on March 27, 2022, 05:31:19 AM
New release is out! (https://www.romhacking.net/hacks/6550/)

(https://i.ibb.co/BCXQcg2/5.png)

This is a fairly small polish release:

  • I had missed one reference to the "Nuke" spell.
  • Two NPCs had inconsistent palettes at different points of the game when played on GBC or GBA.
  • Three bosses' victory scripts could be triggered multiple times (a bug in the original).
  • All references to "Tree of Mana" changed to "Mana Tree".
  • Other very small text and graphics tweaks.
  • Pre-fight cutscene with Shadow Knight has been re-written/re-localized and "enhanced". The original version Shadow Knight was hidden by the dialog window. In the new version, Shadow Knight stands over the dialog window. This is definitely unique but I think it works for a Big Baddie like Shadow Knight.
I still have a long todo list (and I fear I always will) but at this point most of the items with high reward vs effort ratios are complete.

March 29, 2022, 04:42:24 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Yesterday I got a request for an enhancement from @Ok Impala! for Ember of Mana (https://www.romhacking.net/forum/index.php?topic=34054). You see, the dialog window can display at either the top or bottom of the screen, depending on where the player sprite is. If it displays at the bottom instead of the top it covers 1/3 less of the play area due to the HUD, which makes for a better experience. The top part of the screen is also where most of the interesting content goes anyway. With this in mind, it would make sense to bias the game to display it at bottom whenever possible, but they didn't. It preferentially displays at top.

Looking at the code (https://github.com/daid/FFA-Disassembly/blob/master/src/bank02.asm#L4838) I think I know why they did this: They are calculating the player's position in tile coordinates (eight pixels) with truncation. That almost always makes sense, but there is (or may be) a case where the player "bumps" into a conversation while moving between two points on the normal tile grid. The upshot is they always flip the window to the top eight pixels before they really need to.

By changing the math to use pixel precision instead of tile precision I was able to guard against this potential bug while biasing it to the bottom.

(https://i.ibb.co/b7STjBf/Dialog-Window-Comparison.png)
The left image is the old behavior, the middle image is the new behavior, and the right image could be either (it's actually one of the screenshots I'm using on the hack page (https://www.romhacking.net/?page=hacks&action=images&id=6550&imageid=2)).

This minor change is going to save me from completely redoing at least one cutscene I was unhappy with, and improves a lot of other scenes as well. It turns out the game likes to position interactions roughly in the middle--which makes some sense--so those eight pixels matter a lot more than you might think.

I also went one step further with this: if the player sprite is facing south (like when you are talking to someone at the bottom of the screen) it will change the bias back to the top so it doesn't hide the NPC you're talking with.

Overall, a small change for a pretty large quality-of-life improvement.

I was intending to work on some larger changes that I expect to take quite a while to come to fruition. I didn't expect to be thinking about releasing again this soon (unless bugs were found). Should I do a new release just for this?
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on May 29, 2022, 07:32:31 PM
Hey xenophile, thanks for picking up FFA hacking! I thought about modding FFA over the weekend (last I had checked, the mod scene was scarce). I'm glad you've made such great progress. I'll be downloading the mod and trying it out soon. Couple questions:

1) Did you find out if the Mute spell has any effect whatsoever?
2) Did you fix the Iron Helmet armor switcheroo bug that raises defense more than it should?
3) This game has a tendency to wrong warp through normal play. Have you come across that or any fixes?

Cheers, mate! I may just join you on your quest to make this awesome game even better.  :thumbsup:

P.S. to answer your last question, new release if you don't think you'll fix more bugs in the next month. It's another great small improvement that would typically be unnoticeable, but benefits the broader experience.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on June 08, 2022, 01:27:08 AM
Ok, I completed a run with the female lead. Very cool, nicely done!

Here's some feedback:

  • I noticed you changed Julius's early line from "A girl has the key to it" to "There is one with the key to it". I think this sounds awkward, and the mana tree daughter is still a girl. I'd recommend reverting that change.
  • The "iron helm" bug still exists. In Topple buy an iron helm. Go to the equip menu and move the helm one slot to the right (don't equip it). Save the game. Reset the game. Now equip the iron helm and it'll give you way more defense than it's supposed to.
  • This isn't a bug per say, but it's always irked me that I've had to throw away weapons or unique armor. Best option is to increase the equipment list size. You could also make the Battle Axe and Chain flail sellable after receiving better versions, but that seems more difficult.
  • I can stick NPCs that move into walls by using my chocobo, walking into their space, then dismounting. It'll push the NPC away, even into walls. I don't think this breaks anything, so low priority.
    (https://i.ibb.co/8KyS0qj/Lo-MS-Amanda-2022-03-26-1654491304911.png)
  • There are times when the floor switches don't work properly. Like the room in the attached picture (the first time I tried it the switches didn't work).
    (https://i.ibb.co/njsXZCN/Lo-MS-Amanda-2022-03-26-1654493109038.png)
  • The Red Dragon does not flash when damaged even though the Dragon and Zombie Dragon do.
  • Did you put this high five monster in the end credits?
    (https://i.ibb.co/VW4bm7r/Lo-MS-Amanda-2022-03-26-1654581875161.png)
  • Projectiles go the wrong way when hit while casting/throwing. This may be intentional balancing, but sometimes it looks weird.
  • There is the potential to wrong warp (just watch the speed runs). When I first played this 25 years ago, I went from Wendel to the final dungeon on accident, and thought it was intentional. I wondered why the game got so hard so fast!
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on June 08, 2022, 11:27:32 PM
Quote from: dagmor on May 29, 2022, 07:32:31 PM
Hey xenophile, thanks for picking up FFA hacking! I thought about modding FFA over the weekend (last I had checked, the mod scene was scarce). I'm glad you've made such great progress. I'll be downloading the mod and trying it out soon. Couple questions:

1) Did you find out if the Mute spell has any effect whatsoever?
2) Did you fix the Iron Helmet armor switcheroo bug that raises defense more than it should?
3) This game has a tendency to wrong warp through normal play. Have you come across that or any fixes?

Cheers, mate! I may just join you on your quest to make this awesome game even better.  :thumbsup:

P.S. to answer your last question, new release if you don't think you'll fix more bugs in the next month. It's another great small improvement that would typically be unnoticeable, but benefits the broader experience.

Glad to hear from you (twice since I checked)! I should do another release. There are a few small things I would like to get in first.

1) I have not done much investigation on the Mute spell, but I did learn some about it when investigating the resistance/vulnerability system, which I think of as kind of an elemental system. There are eight elements including things you may expect (Fire, Lit, Nuke) and some you may not (Mute, Mattock). At some point I want to actually write a manual for this documenting which weapons are which elements and what enemies are vulnerable to. Which is to say, all I really know right now is certain enemies can be immune to Mute.

I never use it, but now I'm curious whether I am missing out.

2) I usually try not to remove bugs that can be exploited. Where's the motivation to spend a lot of effort to prevent something that no one would do by accident?

3) Fixing the wrong warp bug is on my radar, but it isn't terribly high on my list. A lot of the actual game engine is still a black box to me but there are a few things in that area that I would love to do (or have someone else do) so I will likely look at it eventually.

Quote from: dagmor on June 08, 2022, 01:27:08 AM
Ok, I completed a run with the female lead. Very cool, nicely done!

Here's some feedback:

  • I noticed you changed Julius's early line from "A girl has the key to it" to "There is one with the key to it". I think this sounds awkward, and the mana tree daughter is still a girl. I'd recommend reverting that change.
  • The "iron helm" bug still exists. In Topple buy an iron helm. Go to the equip menu and move the helm one slot to the right (don't equip it). Save the game. Reset the game. Now equip the iron helm and it'll give you way more defense than it's supposed to.
  • This isn't a bug per say, but it's always irked me that I've had to throw away weapons or unique armor. Best option is to increase the equipment list size. You could also make the Battle Axe and Chain flail sellable after receiving better versions, but that seems more difficult.
  • I can stick NPCs that move into walls by using my chocobo, walking into their space, then dismounting. It'll push the NPC away, even into walls. I don't think this breaks anything, so low priority.
    (https://i.ibb.co/8KyS0qj/Lo-MS-Amanda-2022-03-26-1654491304911.png)
  • There are times when the floor switches don't work properly. Like the room in the attached picture (the first time I tried it the switches didn't work).
    (https://i.ibb.co/njsXZCN/Lo-MS-Amanda-2022-03-26-1654493109038.png)
  • The Red Dragon does not flash when damaged even though the Dragon and Zombie Dragon do.
  • Did you put this high five monster in the end credits?
    (https://i.ibb.co/VW4bm7r/Lo-MS-Amanda-2022-03-26-1654581875161.png)
  • Projectiles go the wrong way when hit while casting/throwing. This may be intentional balancing, but sometimes it looks weird.
  • There is the potential to wrong warp (just watch the speed runs). When I first played this 25 years ago, I went from Wendel to the final dungeon on accident, and thought it was intentional. I wondered why the game got so hard so fast!

Awesome!

1. Yeah, I've never been 100% happy with that line and it's in the first few minutes of gameplay. At one point I had an option to replace her with a Moogle so excising her gender was useful.

2. Yup. It's a bug, but is it a problem?

3. You're right that sounds difficult. Thinking about this, one thing that would be pretty easy to do is to change the Were/Zeus Axe "Found" scripts to either drop Battle Axe or ask the player whether to drop it. I should be able to hook into the script that calls the Flame Flail vendor as well. Another option would be to add duplicate items that are sellable and use the scripts to silently swap them.

4. I have not tried to reproduce yet. Did this exist in the original? (Save games should be cross compatible, by the way.)

5. Some switches have gotten tuneups in LotMS and some haven't been touched. I am not 100% sure anything can be done about that one, but I'll look at it. I think it is one of the more problematic rooms.

6. Yeah... there are several changes I made to improve colors on CGB/GBA or emulators set up with a real boot rom. I have talked about that a bit in this thread. I had the opportunity to make the Red Dragon actually show as red but the tradeoff is that it will no longer flash when damaged. I decided to go for it. I am not planning to do that for any of the other bosses (okay, I'm 100% lying, but do Davias' circle of spinning fireballs really need to flash when he's hit?). The ultimate goal is to do real color support and get rid of this hack.

Normally I am very conservative about making changes that will affect graphics in black and white--my next release will change three pixels in one boss and two in another boss and I'm nervous about it--but I see the Red Dragon change as a step towards full colorization. Plus, I figured since you fight essentially the same boss twice it would be an interesting twist.

7. That is unexpected. I managed to reproduce it. I'm glad it was amusing at least!

8. I am pretty sure this is original. Hopefully I didn't cause this because it sounds difficult to fix.

9. Yeah. It has never happened to me. I have a vague idea of how to reproduce it using the bushes in the swamp.

Thank you for the feedback!
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on June 09, 2022, 04:10:33 PM
Quote from: xenophile on June 08, 2022, 11:27:32 PM
Glad to hear from you (twice since I checked)! I should do another release. There are a few small things I would like to get in first.
Looking forward to it!
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1) I have not done much investigation on the Mute spell, but I did learn some about it when investigating the resistance/vulnerability system, which I think of as kind of an elemental system. There are eight elements including things you may expect (Fire, Lit, Nuke) and some you may not (Mute, Mattock). At some point I want to actually write a manual for this documenting which weapons are which elements and what enemies are vulnerable to. Which is to say, all I really know right now is certain enemies can be immune to Mute.
That's interesting. I'd be interested to know if any enemy is vulnerable to mute, and if so try it on them. The most obvious enemy (the wizards) are not vulnerable. It makes sense that they would be...
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2) I usually try not to remove bugs that can be exploited. Where's the motivation to spend a lot of effort to prevent something that no one would do by accident?
Yeah, I think it depends on intention for the hack. That could be an addition I make later in a separate patch.
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1. Yeah, I've never been 100% happy with that line and it's in the first few minutes of gameplay. At one point I had an option to replace her with a Moogle so excising her gender was useful.
That's an interesting idea. It's kinda annoying how the girl acts so helpless, it feeds a bad stereotype. A moogle would help, but you'd need to add a mother moogle as well. What's the Mana saga lore around this? Is it always a female human who sacrifices her life for the continuation of the Mana trees? If so, probably best to leave it...
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3. You're right that sounds difficult. Thinking about this, one thing that would be pretty easy to do is to change the Were/Zeus Axe "Found" scripts to either drop Battle Axe or ask the player whether to drop it. I should be able to hook into the script that calls the Flame Flail vendor as well. Another option would be to add duplicate items that are sellable and use the scripts to silently swap them.
Would that be easier than increasing the equip menu size?
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4. I have not tried to reproduce yet. Did this exist in the original? (Save games should be cross compatible, by the way.)
I expect it was in the original as well. Thus far I think this has no negative effects. You'd just need to leave and come back to fix it.
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5. Some switches have gotten tuneups in LotMS and some haven't been touched. I am not 100% sure anything can be done about that one, but I'll look at it. I think it is one of the more problematic rooms.
It'd be good to know how it can fail, even if it's not fixable.
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6. Yeah... there are several changes I made to improve colors on CGB/GBA or emulators set up with a real boot rom. I have talked about that a bit in this thread. I had the opportunity to make the Red Dragon actually show as red but the tradeoff is that it will no longer flash when damaged. I decided to go for it. I am not planning to do that for any of the other bosses (okay, I'm 100% lying, but do Davias' circle of spinning fireballs really need to flash when he's hit?). The ultimate goal is to do real color support and get rid of this hack.

Normally I am very conservative about making changes that will affect graphics in black and white--my next release will change three pixels in one boss and two in another boss and I'm nervous about it--but I see the Red Dragon change as a step towards full colorization. Plus, I figured since you fight essentially the same boss twice it would be an interesting twist.
Davias's fireballs do not need to flash. I do think it's important for the red dragon to flash though. That's the mechanism for all the bosses (except Shadow Knight) to know they're being damaged. Can you change the name of "Red Dragon" to "Blue Dragon" or something else instead?
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7. That is unexpected. I managed to reproduce it. I'm glad it was amusing at least!
Very amusing. Good job Amanda, you did it - high five!
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8. I am pretty sure this is original. Hopefully I didn't cause this because it sounds difficult to fix.
Yep, it is. And I don't think it's worth fixing.
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9. Yeah. It has never happened to me. I have a vague idea of how to reproduce it using the bushes in the swamp.
I'll give you a consistent mechanism to reproduce.
1. Stand here (facing down is important)
2. Swing the sickle
3. Walk left
(https://i.ibb.co/JzwrM3V/Lo-MS-Amanda-2022-03-26-1654751766279.png)
(https://i.ibb.co/VxP0m9h/Lo-MS-Amanda-2022-03-26-1654751783542.png)
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Thank you for the feedback!
My pleasure. I'd be happy to continue helping/testing too!

I'd like to eventually build on your patch with a Speedrun patch that:
1) Fixes the iron helm bug
2) Uses a fixed seed for enemy locations when you enter a screen (to avoid back-forth shenanigans). Think of the fixed positions like a speed wall in climbing sports.

Maybe more...
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on June 09, 2022, 07:10:31 PM
I decided that my changes are unlikely to break anything and put a new version into the queue. Last time I made an educated guess that I hadn't broken anything I had a tester look at it anyway and I had so many bugs, so hopefully I'm luckier this time.
(https://i.ibb.co/gmhYcHJ/6.png)

Quote from: dagmor on June 09, 2022, 04:10:33 PM
Looking forward to it!

That's interesting. I'd be interested to know if any enemy is vulnerable to mute, and if so try it on them. The most obvious enemy (the wizards) are not vulnerable. It makes sense that they would be...

I tried it on Wizards and Eye Spies at the Undersea Volcano. It seemed to work. What I did was keep casting it regularly while standing near them, and observed that they did not throw projectiles at me. No clue how long it lasts (probably 20 seconds) or if it has any bugs related to opening windows (like Nectar). It's pretty likely that it's buggy.

QuoteThat's an interesting idea. It's kinda annoying how the girl acts so helpless, it feeds a bad stereotype. A moogle would help, but you'd need to add a mother moogle as well. What's the Mana saga lore around this? Is it always a female human who sacrifices her life for the continuation of the Mana trees? If so, probably best to leave it...

The mother is a tree. The child can be a moogle.

There is a scene where characters are surprised she's Fuji's mother. That scene is much improved by Fuji being a moogle.
(https://i.ibb.co/b2ZYcFB/5.png)

I reworked the line. According to the livestream translation of this line and Adventures of Mana, Julius says he can see or sense Fuji, which probably got cut for space. I am still not 100% happy with having him mention gender here and having just worked on it I now remember why: if you are playing as Amanda it comes off like you might be the one they are searching for. While story wise that's not a particularly bad fake-out to have, it an entirely new plot point.

Of course I also just talked about how awesome a plot point it is when characters realize a moogle has a non-moogle mother, so I'm taking my own objections with a grain of salt.

QuoteWould that be easier than increasing the equip menu size?

Increasing menu size may or may not be difficult, but it would absolutely break save game compatibility. There will be a point where I break save game compatibility. When I get close to that point I'll investigate it, but I'm not there yet.

Thinking about the Battle Axe, both the Were Axe and the Zeus Axe can be trashed or sold. Just letting the player trash the Battle Axe after getting one of those would allow them to soft lock themselves in a lot of places. I'm holding off on making any changes for the now.

QuoteIt'd be good to know how it can fail, even if it's not fixable.

Yeah. I've had the switches in that room fail for me before. I started looking at. It looks like roughly 10% of the time the script just isn't triggered. That is going to be a nightmare to debug.

QuoteDavias's fireballs do not need to flash. I do think it's important for the red dragon to flash though. That's the mechanism for all the bosses (except Shadow Knight) to know they're being damaged. Can you change the name of "Red Dragon" to "Blue Dragon" or something else instead?

Unfortunately I sort of agree with you (at least right now). I'm reverting this change for the next version, but I'm also pretty disappointed.

QuoteVery amusing. Good job Amanda, you did it - high five!

Yup, but I regret to inform you I've fixed it in the next version.

QuoteYep, it is. And I don't think it's worth fixing.I'll give you a consistent mechanism to reproduce.
1. Stand here (facing down is important)
2. Swing the sickle
3. Walk left
(https://i.ibb.co/JzwrM3V/Lo-MS-Amanda-2022-03-26-1654751766279.png)
(https://i.ibb.co/VxP0m9h/Lo-MS-Amanda-2022-03-26-1654751783542.png)My pleasure. I'd be happy to continue helping/testing too!

I have been able to reproduce with this. That will help a lot. Thank you.

QuoteI'd like to eventually build on your patch with a Speedrun patch that:
1) Fixes the iron helm bug
2) Uses a fixed seed for enemy locations when you enter a screen (to avoid back-forth shenanigans). Think of the fixed positions like a speed wall in climbing sports.

Maybe more...

Excellent! At this point I'm both really good at this game and really terrible at it so it would be interesting to try that hack.

Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on June 18, 2022, 09:56:41 AM
Just completed another run through. One patch bug and a couple non-patch-related bugs found.

First off, the text boxes for the most part were improved, looks good! There was one scene though where it broke down:
(https://i.ibb.co/4RBWWqS/Lo-MS-Amanda-2022-06-09-220613-224951.png)

I imagine that's from the scene starting with the characters at the top, then "Man" shows up through the bottom.

Next, here's another chest room that needs fixing. It's not until a box is destroyed (after placing them all) that the door opens; I don't think that's intentional.

(https://i.ibb.co/mXgmv00/Lo-MS-Amanda-2022-06-09-220614-232058.png)
(https://i.ibb.co/vkQXy90/Lo-MS-Amanda-2022-06-09-220614-232107.png)

And this is a fun one. If you beat Shadow Knight with Lit, sometimes he bugs out and starts falling through the screen, and wrapping back from the top. The only way I could stop it was to hit him again.

(https://i.ibb.co/qCqWGGF/Lo-MS-Amanda-2022-06-09-220614-235720.png)
(https://i.ibb.co/h8bHTqY/Lo-MS-Amanda-2022-06-09-220614-235710.png)

Finally, maybe but a bug, but certainly funny. If you go south from the palace when Wendel is under attack, and get hit by a monster near the top of the screen, you'll get knocked upwards. With the way that transition is coded, it'll take you back to the palace and you'll fly into this guy.
(https://i.ibb.co/g9ypR1c/Lo-MS-Amanda-2022-06-09-220613-225826.png)

He'll repeat himself either 4 or 6 times, depending on how close to the top of the last screen you were when hit. I just love the sprite expression alongside the text on forced repeat!
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: JKPhage on June 18, 2022, 07:49:27 PM
Quote from: xenophile on June 09, 2022, 07:10:31 PM
The mother is a tree. The child can be a moogle.

There is a scene where characters are surprised she's Fuji's mother. That scene is much improved by Fuji being a moogle.

While I know I'm going to sound like some ungrateful snob for saying this, please don't do something like this. This is shaping up to be such an amazing project with proper character names, colorization, bug fixes, translation cleanup and basic improvements to a game that sorely needs it, and I'd love to add it to my collection of hacks that have outright replaced the original version. Switching Fuji into a moogle would kind of kill all the drama if I'm being frank.

That said, there are plenty of hacks like this that offer optional patches and the like to pick and choose certain elements. I could easily see a "Fuji is a Moogle" optional patch or vice versa if you choose to make it the default, because that's your prerogative. I'm loving all that I see of this so far, and as of yet it's shaping up to be a definitive way to play the game with badly needed improvements and a slightly more faithful translation, so all I can really ask is that if you do choose to mess around with big things like this, please consider offering some kind of "opt out" patch for it.

That out of the way, this really does look phenomenal, and I look forward to seeing what the finished product comes out like. I appreciate all the work you're putting into it, and the fact that you're sharing it with the community. :laugh:
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on June 20, 2022, 01:45:54 AM
Quote from: dagmor on June 18, 2022, 09:56:41 AM
Just completed another run through. One patch bug and a couple non-patch-related bugs found.

First off, the text boxes for the most part were improved, looks good! There was one scene though where it broke down:
(https://i.ibb.co/4RBWWqS/Lo-MS-Amanda-2022-06-09-220613-224951.png)

I imagine that's from the scene starting with the characters at the top, then "Man" shows up through the bottom.

Thanks for spotting that. It will be easy enough to fix by having the hero take one more step to the south, and I think it will look better that way too. (I might make Cibba turn around to face the action as well.)

QuoteNext, here's another chest room that needs fixing. It's not until a box is destroyed (after placing them all) that the door opens; I don't think that's intentional.

I took a look at the script for this and I bet it is intentional. There is one script shared by all four blocks, and it is very simple:

IF_TRIGGERED_OFF_BY(a9 )
  SOUND_EFFECT 10
  OPEN_DOOR_NORTH
END


What would I change that to? The switch puzzle scripts essentially double in length every time you add a unique switch to the puzzle; I don't think they ever dared to use four that needed objects placed on them. It could be that they intended to in this case, but it was problematic enough that they decided to change it completely.

QuoteAnd this is a fun one. If you beat Shadow Knight with Lit, sometimes he bugs out and starts falling through the screen, and wrapping back from the top. The only way I could stop it was to hit him again.

Yeah. I haven't gone looking for Shadow Knight's code yet, but I'm pretty sure there is a fairly large amount of rather buggy assembly just for that one fight. That's a big project on its own so that fight will probably stay a little buggy.

QuoteFinally, maybe but a bug, but certainly funny. If you go south from the palace when Wendel is under attack, and get hit by a monster near the top of the screen, you'll get knocked upwards. With the way that transition is coded, it'll take you back to the palace and you'll fly into this guy.
(https://i.ibb.co/g9ypR1c/Lo-MS-Amanda-2022-06-09-220613-225826.png)

He'll repeat himself either 4 or 6 times, depending on how close to the top of the last screen you were when hit. I just love the sprite expression alongside the text on forced repeat!

It also happens fairly often after the first fight. Much less amusing there. A first time player could encounter this bug in the first minute of play. I would love to see this fixed. The collision code is still a black box to me but I am hoping to work on it eventually.

Quote from: JKPhage on June 18, 2022, 07:49:27 PM
While I know I'm going to sound like some ungrateful snob for saying this, please don't do something like this. This is shaping up to be such an amazing project with proper character names, colorization, bug fixes, translation cleanup and basic improvements to a game that sorely needs it, and I'd love to add it to my collection of hacks that have outright replaced the original version. Switching Fuji into a moogle would kind of kill all the drama if I'm being frank.

That said, there are plenty of hacks like this that offer optional patches and the like to pick and choose certain elements. I could easily see a "Fuji is a Moogle" optional patch or vice versa if you choose to make it the default, because that's your prerogative. I'm loving all that I see of this so far, and as of yet it's shaping up to be a definitive way to play the game with badly needed improvements and a slightly more faithful translation, so all I can really ask is that if you do choose to mess around with big things like this, please consider offering some kind of "opt out" patch for it.

That out of the way, this really does look phenomenal, and I look forward to seeing what the finished product comes out like. I appreciate all the work you're putting into it, and the fact that you're sharing it with the community. :laugh:

Thanks so much! I did actually release the moogle patch as an optional with FFA Gender Swap, but while it was awesome for *one* play-through, it would certainly never be the default.

(https://i.ibb.co/yScd4Q6/moogle2.png)
Here's an old screenshot I had lying around.

(https://i.ibb.co/F5fzWBB/bgb00036.png)
Also, after that I did another optional patch that I never released. It happened to be the playthrough where I actually backed up my .sav file at important parts, so now Fuji is always referred to as Tim (Curry) because the character I swapped is "The Buttler". I have long since gotten tired of this joke.  :(
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: MD_Prometh on August 03, 2022, 04:21:06 PM
https://imgur.com/a/2UtnQlH

This line of dialog doesn't really read well when spoken out loud, and IMO should be rephrased to something like "There's a girl I've seen who has the key". Maybe it would be a good idea to compare the original Japanese text.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on August 04, 2022, 03:53:41 PM
Quote from: MD_Prometh on August 03, 2022, 04:21:06 PMhttps://imgur.com/a/2UtnQlH

This line of dialog doesn't really read well when spoken out loud, and IMO should be rephrased to something like "There's a girl I've seen who has the key". Maybe it would be a good idea to compare the original Japanese text.

Update: I had avoided Google Translate this time since it's usually really bad, but I kinda like it's version of this.
QuoteJulius:...One person
 holds the key...
 I can see it...

I may just use that. I mean, it's still a bit awkward, but that's how I imagine Julius speaking.

I agree. I've struggled with that line a lot. I've started looking at it and the surrounding conversation.

What I've done with the last few bits I've re-localized (still unreleased) is to create a spreadsheet of all the lines in the conversation (here starting with "Shadow Knight and Julius... What's going on?" and ending with "Where is this?") and then collect the different versions of them from EN, JP, Adventures of Mana, Tomato's live translation (https://legendsoflocalization.com/final-fantasy-adventure/), and the current LotMS. Then I've found that there are several people on a Mana related Discord who are generally interested in providing translations, which get their own column(s).

At that point it's just a matter of figuring out how to convey that best, since it's typically much more verbose than the official english translation. Space is less of an issue than you would think, but doubling the amount the player has to read is usually not a good move.

The actual line you've flagged, the official English translation was "A girl has the key to it." This was from the Japanese "...ひとりの しょうじょが かぎを にぎってます... わたしには それが みえます...". Obviously this had some heavy editing.

I decided to try and figure out some of the nuance myself before putting out to fluent translators. The first word is "hitori", which is the first word in Legend of Zelda, translated as "alone" of which it is dangerous to go--this gets dropped from pretty much every translation except Tomato's. The next bit is "shoujo" as in "Shōjo manga"--I've heard Japanese usually doesn't go out of its way to gender people, but that sure seems pretty strongly gendered to me. Then we get to the first part I decided to look up: "kagi", meaning "key" but can also mean "clue", which is helpful to me because I wasn't clear on whether the key is the Pendant, or Fuji's heritage/knowledge. I'm reading it as having double meanings in Japanese, which is great because it's hard to translate so it doesn't.

The second sentence is also difficult. As far as I can tell, Julius is just mentioning having seen her, not that he has had visions of her. Shadow Knight seems to know what he's talking about, but I'm pretty sure it's not supposed to be clear to the player at this point. It's sure not clear in the official English translation where it's completely dropped!

Anyway, I'm about half way through a pre-release test run at this point, but I'll get in a re-write of this scene.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: MD_Prometh on August 17, 2022, 08:49:07 PM
That script change works.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Cris1997XX on August 18, 2022, 04:06:31 PM
I know this hack isn't even finished, and it'll probably still take a long time, but it would be amazing to see a fully colorized version of the game that takes advantage of the Game Boy Color's faster CPU to lessen the slowdown (If there is any, I honestly haven't tried it yet)
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on August 22, 2022, 03:39:44 PM
New version released! This started out as a quick bug fix for the Wendel cutscene bug dagmor noticed, and then got a little out of hand with a bunch of small enhancements. Once again, there's no big headline feature, just a lot of small improvements (some of which were a lot of work).

A lot of work went into this release that won't be obvious. I did some research into the "line effects" (fade effect for the intro scroll, the transition "shutter" effect, Dark status effect, the letterbox effect in the ending) because these effects need a re-write to work in a colorization. Two changes (bug fixes to the original game) made it into this as a result of that research: the transition "shutter" effect no longer begins with the screen flashing all white for a frame, and the same effect when you have the Dark status effect now works properly.

Can't really blame them for not testing their transition effect while under the effect of Dark, but it was obvious they tried to handle that case, and got it wrong.

Quote from: MD_Prometh on August 17, 2022, 08:49:07 PMThat script change works.

After a fair amount of thought and consultation with people on The Mana Series Discord, this is what I went with:
(https://i.ibb.co/f2qvntw/5.png)
I also found there was some pacing in that scene (implemented by adding short sleep commands between drawing text) that had been removed from the english localization which I restored.

Quote from: Cris1997XX on August 18, 2022, 04:06:31 PMI know this hack isn't even finished, and it'll probably still take a long time, but it would be amazing to see a fully colorized version of the game that takes advantage of the Game Boy Color's faster CPU to lessen the slowdown (If there is any, I honestly haven't tried it yet)

Slowdown isn't a big problem in this game. I'll take a look at double speed mode at some point, but I haven't yet. One thing I did try out was using the CGB's HDMA functionality to load tile graphics. That cuts down slightly the amount of time it takes to scroll to a new screen. Turning on double speed would likely have a similar benefit and might be easier.

Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Cris1997XX on August 22, 2022, 06:43:13 PM
Quote from: xenophile on August 22, 2022, 03:39:44 PMSlowdown isn't a big problem in this game. I'll take a look at double speed mode at some point, but I haven't yet. One thing I did try out was using the CGB's HDMA functionality to load tile graphics. That cuts down slightly the amount of time it takes to scroll to a new screen. Turning on double speed would likely have a similar benefit and might be easier.


There's a colorization patch for Faceball 2000 on Game Boy with two different versions, and one of them uses the GBC's HDMA functionality. It is pretty fast compared to the original, but the graphics appear glitchy on most emulators -Mostly because they aren't accurate enough?-. I'd say double speed would be the safer method by far, although it isn't that important yet
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: radimerry on September 05, 2022, 09:33:43 PM
Hi! Played some of the hack and like it so far. Noticed a likely vanilla game bug. Doesn't always happen when damaged.
(https://github.com/radimerry/bucket/raw/f99b4155954c5503bdc8037652c1ff5464c65190/ffa-bug1.gif) (https://github.com/radimerry/bucket/raw/f99b4155954c5503bdc8037652c1ff5464c65190/ffa-bug1.gif)


And an unimportant side-note. The code to fix the window shutter can be simplified down further (copy forward instead of reverse)
https://github.com/radimerry/bucket/raw/f5728a68c43ff821fd28fc20ffc5e333e430f17f/ffa-shutter-flicker.txt


bug note:
LotMS 2022-08-21 code uses rra - rra which can be an unlikely small problem.
a = 0d ==> 06 + c ==> 83
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on September 06, 2022, 03:37:06 AM
Quote from: radimerry on September 05, 2022, 09:33:43 PMHi! Played some of the hack and like it so far. Noticed a likely vanilla game bug. Doesn't always happen when damaged.
(https://github.com/radimerry/bucket/raw/f99b4155954c5503bdc8037652c1ff5464c65190/ffa-bug1.gif) (https://github.com/radimerry/bucket/raw/f99b4155954c5503bdc8037652c1ff5464c65190/ffa-bug1.gif)

You are saying the bug is the hero disappearing there? There are a lot of oddities like that. I'm hoping that eventually the combat routines get teased out enough to make debugging things like that easier.

QuoteAnd an unimportant side-note. The code to fix the window shutter can be simplified down further (copy forward instead of reverse)
https://github.com/radimerry/bucket/raw/f5728a68c43ff821fd28fc20ffc5e333e430f17f/ffa-shutter-flicker.txt

I'm really happy to hear someone's looking over my code!

I have this comment in my change: "this copies the buffer backwards, maybe to make sure it always stays ff terminated?"

I found it hard to prove that there wasn't a timing window that could result in a bug if an interrupt fired during the copy, if the copy happened forward. I found it trivial to think through all the cases copying backwards (since the 0xff terminator is the first thing written).

I might be overly paranoid, but I find it difficult to prove that they were being overly paranoid.

Quotebug note:
LotMS 2022-08-21 code uses rra - rra which can be an unlikely small problem.
a = 0d ==> 06 + c ==> 83

Huh. Yeah, that's ugly. It looks like that actually happens 100% of the time... so why isn't it a problem?

Looks like when this is read back it immediately gets doubled and then quadrupled with add commands (not adc). The first add strips out the extraneous high bit, but leaves the carry bit set. The second add resets the carry bit.

Good find. I got lucky (or unlucky) that this works. As a side note, I think (if I recall correctly) that everything that uses this value quadruples it, but I decided to use a light touch and not pre-multiply it.

Thanks for the notes on my assembly. It's exciting that someone is actually looking at it.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: radimerry on September 06, 2022, 04:26:23 PM
QuoteYou are saying the bug is the hero disappearing there?

Yes. First time, I thought the game broke and reset. Happened again (!) and I waited. Reset anyways and then I got the expected result (no disappearing heroine).

There's a damage timer at C4D2 but noticed that VRAM gets wiped during the blinking phase. Plus game uses lots of scripting routines. I suppose not all 256 (?) s-opcodes are used and some can be hijacked for other uses?

Sadly the timer gets frozen when the cutscene starts and doesn't have a way to restore the invisible sprite.


QuoteI found it hard to prove that there wasn't a timing window that could result in a bug if an interrupt fired during the copy, if the copy happened forward.

Discussion only for thought.

Game uses a halt. Vblank fires, uploads data, runs music and returns. Game then runs the scripting code which says to create the window effect, so this would start at LY~0D-10 worst-case perhaps. We have until 7E (status bar) to do what we want. A fast copy takes 1.0-1.5 lines.

If the LCD is being actively used between 00-7D, that IRQ could fry someone. Does the game play dangerously by creating a new window effect while another one is running? If yes, I'd be worried. If no, then I (expect) nothing bad to happen because only LCD can interrupt and harm.

Though if the hacker is not hurting for space in Bank 0, optimization is an unnecessary moot point.


QuoteGood find. I got lucky (or unlucky) that this works. As a side note, I think (if I recall correctly) that everything that uses this value quadruples it, but I decided to use a light touch and not pre-multiply it.

I think there was some safety net during the LCD ISR that catches unusual value ranges and prevents danger. LCD handler is setup to run in 4-byte fixed structs but the no pre-multiply penalty is so tiny, a few cycles won't speed up the game anywhere.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: radimerry on September 06, 2022, 09:26:12 PM
The "Iron Helm" bug can be helpful and problem.

(https://us16.proxysite.com/process.php?d=Zg1BtShTAXTSp6BSovvTHYKTW41TP1ExKkIJxCxXzjgRphyWWnC9QDuLSwwrqrvKLuMvS2fAh3jUW%2BYoguLXQNy4Omc20Bz6lRwpof436fWGhVvSblP3nXYMRy6mitebdnkq&b=1) (https://us16.proxysite.com/process.php?d=Zg1BtShTAXTSp6BSovvTHYKTW41TP1ExKkIJxCxXzjgRphyWWnC9QDuLSwwrqrvKLuMvS2fAh3jUW%2BYoguLXQNy4Omc20Bz6lRwpof436fWGhVvSblP3nXYMRy6mitebdnkq&b=1)

Glitch is activated when it finds 1st empty equipment slot when loading save. It then sets power ratings to this array:
12 11 10 9 8 7 6 5 4 3 2 1 @ d6be


In above example, 1st Genji Helmet has +19 (25) ==> +0A (10) bonus. Every item after gets weaker, with the last one being crushed.

Weaker items gain from the exploit but strong items become nerfed.


A sample fix
https://github.com/radimerry/bucket/raw/4e791f8e1fec2733449f0beb358c7959d564b341/ffa-load-equip-power.txt

The bug was that hl was not incremented if the slot was empty. It would keep looping and re-reading this same empty value until end-of-inventory.

ROM2:7355 21 DD D6        ld  hl,D6DD        equip items
ROM2:7358 11 B3 D6        ld  de,D6B3
ROM2:735B 06 0C           ld  b,0C


ROM2:735D C5              push bc
ROM2:735E 7E              ld  a,(hl)        item #
ROM2:735F CD 9C 56        call 569C        get property
ROM2:7362 78              ld  a,b
ROM2:7363 0C              inc  c
ROM2:7364 28 15           jr  z,737B        === bug: hl not bumped

For unsuspecting players, this can be a handicap. Sell a bunch of items or throw things away (make your inventory have bunch of holes), save game, load game later and the bug appears. Your DP will suffer until you sort everything into 1 solid block and re-save + re-load.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on September 07, 2022, 10:34:26 PM
Quote from: radimerry on September 06, 2022, 04:26:23 PMYes. First time, I thought the game broke and reset. Happened again (!) and I waited. Reset anyways and then I got the expected result (no disappearing heroine).

There's a damage timer at C4D2 but noticed that VRAM gets wiped during the blinking phase. Plus game uses lots of scripting routines. I suppose not all 256 (?) s-opcodes are used and some can be hijacked for other uses?

Sadly the timer gets frozen when the cutscene starts and doesn't have a way to restore the invisible sprite.

Is it pausing longer in this case?

This is also annoying because under certain conditions you can trip the script while being knocked back, and that causes you to have to talk to Willy about five times in a row.

There are definitely fewer that 256 defined script commands. Here's the table with labels: https://github.com/daid/FFA-Disassembly/blob/master/src/code/script/opcodetable.asm

I think LotMS still isn't using any custom script commands, but I've done experiments and what I usually do is just replace scriptOpCodeTakeXP since that saves a few steps, and it's a large block of unused code I can replace (in Bank 0 no less!).

QuoteThough if the hacker is not hurting for space in Bank 0, optimization is an unnecessary moot point.

More space in Bank 0 is never a bad thing. As I said, I think this is safe, but it is tough to be 100% sure. I'll think about it. I often put in one hack per release that I think has a chance to cause bugs, so if bugs get reported I know where to start looking, so if nothing else potentially dangerous makes it in then this probably will.
[/quote]

Quote from: radimerry on September 06, 2022, 09:26:12 PMThe "Iron Helm" bug can be helpful and problem.

That's a nice fix! I didn't realize it had a chance of having a negative impact. I've gone ahead and added it to the next version.

I thought you might like to know, I changed your code slightly: As far as I can tell the
res 7, a is not necessary because the called function does an and $7f.

Also, while I'm happy to have you working on whatever strikes your fancy, this fix reminded me of something that's been in my todo list for a while:
QuoteFix high level Flare: "If you raise the skill (affects the power of magic) too much (94 or more), the power of the magic "flare" will weaken."
(That's Google translate.)

This isn't something I've personally reproduced, but apparently if you hit 94 Wisdom, the Flare spell starts doing zero damage. If you do this before destroying the crystal in the desert (an invisible enemy with 1 hp that is immune to everything except Flare), you have to reset and cast without opening any menus.

There are also larger assembly changes I've been putting off that I could pitch you on if you wanted, but this one seemed like it's related to the loading code you were looking at. Of course figuring out the disappearing on damage issue would also be awesome.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Ok Impala! on September 08, 2022, 02:23:44 AM
Something I'm hugely interested in is getting rid of the bounce back when you get hit by a monster. As long as the player is in that state it ignores all event scripts on screen. Making it possible to glitch onto tiles you aren't supposed to be on. Eliminating bounce back would fix this, and I'm sure it would feel better in game too.

There is already code for that in the game. When you walk over spikes, you get hurt, but you don't bounce back.

@radimerry: We've got a Discord server where we discuss FFA hacking. Please send me a DM or e-mail if you'd like to join us there for a more indepth discussion about the improvements we are working on for FFA.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: radimerry on September 08, 2022, 06:23:56 PM
QuoteSomething I'm hugely interested in is getting rid of the bounce back when you get hit by a monster.

I think 01:4f7b controls the damage type, with the object speed at 01:4fa5 (set to 00 and player stands still). Assuming that collision flag disabler is around there too.


QuoteAs long as the player is in that state it ignores all event scripts on screen. Making it possible to glitch onto tiles you aren't supposed to be on.

I got hit by a monster and shoved onto the tile between Hasim and Girl. Game moved them around to let me escape.


QuoteWe've got a Discord server where we discuss FFA hacking.

Mostly here for bug fix assistance but I'll think about it.


QuoteIs it pausing longer in this case?

Felt like 3-4 seconds of inactivity before the box appears.


QuoteAs far as I can tell the res 7, a is not necessary because the called function does an and $7f.

Good catch!


QuoteThis isn't something I've personally reproduced, but apparently if you hit 94 Wisdom, the Flare spell starts doing zero damage. If you do this before destroying the crystal in the desert (an invisible enemy with 1 hp that is immune to everything except Flare), you have to reset and cast without opening any menus.

Not able to test that area yet but possible that Rev 0 (Japan) has the bug but not Rev 1 (USA). Speculation though.


QuoteWarp bug

(https://github.com/radimerry/bucket/raw/a230c703dde5987e1c80876eef98fdc5d8aec480/ffa-warp-bug.gif) (https://github.com/radimerry/bucket/raw/a230c703dde5987e1c80876eef98fdc5d8aec480/ffa-warp-bug.gif)

Player is standing on red spot in swamp. When you destroy the left leaf off-screen (y=09, x=ff), it triggers the bug.

Basically we're reading metatile data outside the range and it ends up writing back, corrupting the player ypos to 0 (see 01:52a5). But we could be destroying other data too depending where on the screen border.


One suggestion on fixing:
- There's a table at 01:51f2. With 5 ptr entries that can be combined and reduced down. DE has the x-y meta position. Use a boundary check to keep it within visible map coords, which I haven't checked the max values.


EDIT:
Warp bug wip1

https://github.com/radimerry/bucket/raw/d90bd79d44fdc712bb47904436e3890172de98c2/room-tile-replace.txt

Adds boundary checks for meta-tile writes. Which reveals the real bug - that off-screen 0xff appears to be a rounding error and should be 0x00.

(https://github.com/radimerry/bucket/raw/5f9faf948340fd0dce6e0415e2208689ae5bc40a/ffa-warp-bug-wip1.gif) (https://github.com/radimerry/bucket/raw/5f9faf948340fd0dce6e0415e2208689ae5bc40a/ffa-warp-bug-wip1.gif)


EDIT2:
So this function
ROM0:08C4 CB 3A            srl  d
ROM0:08C6 CB 3A            srl  d
ROM0:08C8 CB 3A            srl  d
ROM0:08CA 15               dec  d
ROM0:08CB 15               dec  d
ROM0:08CC CB 3B            srl  e
ROM0:08CE CB 3B            srl  e
ROM0:08D0 CB 3B            srl  e
ROM0:08D2 1D               dec  e
ROM0:08D3 C9               ret 

converts an x-y pair to meta-tile coord, but it doesn't check for zero clipping (02 / 8 - 1 = -1 xpos).


Chose to do it inside the routine instead
https://github.com/radimerry/bucket/raw/79df2de583f257f81c55b37f41f3c0d1af382375/room-tile-replace.txt

which yields

(https://github.com/radimerry/bucket/raw/70b2db36ff00555638dfe2e32d64c3299694051d/ffa-room-warp-fix.gif) (https://github.com/radimerry/bucket/raw/70b2db36ff00555638dfe2e32d64c3299694051d/ffa-room-warp-fix.gif)
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on September 09, 2022, 01:12:49 AM
Quote from: radimerry on September 08, 2022, 06:23:56 PMPlayer is standing on red spot in swamp. When you destroy the left leaf off-screen (y=09, x=ff), it triggers the bug.

Basically we're reading metatile data outside the range and it ends up writing back, corrupting the player ypos to 0 (see 01:52a5). But we could be destroying other data too depending where on the screen border.


One suggestion on fixing:
- There's a table at 01:51f2. With 5 ptr entries that can be combined and reduced down. DE has the x-y meta position. Use a boundary check to keep it within visible map coords, which I haven't checked the max values.

I think I understand (mostly). This function should an x value from 0 to 19, and a y value from 0 to 15, but it's also possible that it gets passed values outside these ranges. The test case here has it getting x=0x255. Your code looks to handle x=255, x=254, y=255, x>19, and y>15.

For the 255/254 cases it does this by replacing those values with 0, which results in the bush behind you being cut.

One odd thing I notice here is that if you stand in the same place relative to bushes that are not at the edge of the screen and use your Sickle, one of the bushes behind you does not get cut.

If I'm reading this right, one of your earlier patches left that bush uncut, but your newest has it cut, but only if you are at the very edge of the screen?

My gut instinct is it would be best if all the bushes behind you get cut, but if that's impossible I would prefer your earlier draft.

Thoughts?

Also, am I missing something or does the game check the attributes of the correct tile before replacing the wrong tile? So they do the math twice and get a different answer each time?
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: radimerry on September 09, 2022, 11:43:03 AM
QuoteAlso, am I missing something or does the game check the attributes of the correct tile before replacing the wrong tile? So they do the math twice and get a different answer each time?

Taking a look at both pictures.

(https://github.com/radimerry/bucket/raw/a230c703dde5987e1c80876eef98fdc5d8aec480/ffa-warp-bug.gif) (https://github.com/radimerry/bucket/raw/a230c703dde5987e1c80876eef98fdc5d8aec480/ffa-warp-bug.gif) == (https://github.com/radimerry/bucket/raw/1aa240637a9bc826db2511995b89843c69f93ee0/ffa-warp-bug2.gif) (https://github.com/radimerry/bucket/raw/1aa240637a9bc826db2511995b89843c69f93ee0/ffa-warp-bug2.gif)

Mm .. mmm .. okay. I think I'm missing something like you suggest. The x=ff and player ypos being overwritten is correct. :)


QuoteOne odd thing I notice here is that if you stand in the same place relative to bushes that are not at the edge of the screen and use your Sickle, one of the bushes behind you does not get cut.

Original (https://github.com/radimerry/bucket/raw/1aa240637a9bc826db2511995b89843c69f93ee0/ffa-warp-none.gif) (https://github.com/radimerry/bucket/raw/1aa240637a9bc826db2511995b89843c69f93ee0/ffa-warp-none.gif) == wip1 (https://github.com/radimerry/bucket/raw/1aa240637a9bc826db2511995b89843c69f93ee0/ffa-warp-rev0.gif) (https://github.com/radimerry/bucket/raw/1aa240637a9bc826db2511995b89843c69f93ee0/ffa-warp-rev0.gif) == wip2 (https://github.com/radimerry/bucket/raw/1aa240637a9bc826db2511995b89843c69f93ee0/ffa-warp-rev1.gif) (https://github.com/radimerry/bucket/raw/1aa240637a9bc826db2511995b89843c69f93ee0/ffa-warp-rev1.gif)

That one bush is still bugged. Have to debug the x,y value. Not sure why original asm fetches metatile x-1 and y-2. :huh:


EDIT2:
I believe you are correct. It reads the meta-data from 1 location but writes the data to the wrong spot. So the original plant meta-tile will keep reading back as uncut.

And the swing cutting is always going to miss some tiles, since we're on that 8px mid-boundary. Agree that draft1 (uncut bush at screen edge) would be better solution. Or a different coding hijack to fix the warp bug.

(https://github.com/radimerry/bucket/raw/d60b6e9cf4b6cd2e4c6b8dd004b48bd8737f3f3c/ffa-swing1.gif) (https://github.com/radimerry/bucket/raw/d60b6e9cf4b6cd2e4c6b8dd004b48bd8737f3f3c/ffa-swing1.gif) -- (https://github.com/radimerry/bucket/raw/d60b6e9cf4b6cd2e4c6b8dd004b48bd8737f3f3c/ffa-swing2.gif) (https://github.com/radimerry/bucket/raw/d60b6e9cf4b6cd2e4c6b8dd004b48bd8737f3f3c/ffa-swing2.gif)

Plus yes, that diagonal sickle does look strange for a few frames (vram upload is split into 2 transfers so the odd-looking sprite for a brief moment).


EDIT3:
Flare bug only happens with Japan. Could not repeat for USA.


EDIT4:
Sadly can only offer analysis but no fixes.

(https://github.com/radimerry/bucket/raw/51942dbbba22f662148cdabb8b7680019fc00ba6/chest-bug-bad.gif) (https://github.com/radimerry/bucket/raw/51942dbbba22f662148cdabb8b7680019fc00ba6/chest-bug-bad.gif) -- (https://github.com/radimerry/bucket/raw/51942dbbba22f662148cdabb8b7680019fc00ba6/chest-bug-okay.gif) (https://github.com/radimerry/bucket/raw/51942dbbba22f662148cdabb8b7680019fc00ba6/chest-bug-okay.gif)

Seems related to the meta-tile swinging bug. Only the left 8px and middle floor tile will register. Right 8px is not detected by game.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on September 10, 2022, 01:53:00 AM
So much love to you folks for working on this game! :beer:

I did another playtest of the latest release. Overall, I enjoyed the improvements. Here's a few oddities I encountered:

  • Check out Amanda's head. This happens consistently in the menu from this spot.
    (https://i.ibb.co/tPdTbcD/Lot-MS-Amanda-2022-08-21-220903-220135.png) (https://ibb.co/1JSt9KT)
  • I don't think I've noticed a chest forming on top of an open chest before. Not a big deal, but odd nonetheless.
    (https://i.ibb.co/tL793NS/Lot-MS-Amanda-2022-08-21-220903-222203.png) (https://ibb.co/jJcSHxd)
  • I recommend resetting the darkness condition if possible at the start of cutscenes. Otherwise you sometimes wind up with this, which doesn't translate well with the inverted palette (scene crossing the bridge right before coming out of the waterfall):
    (https://i.ibb.co/2hR8zhN/Lot-MS-Amanda-2022-08-21-220903-222755.png) (https://ibb.co/DWmGBWp)
  • I think this has been around a while, but I recommend moving shadow knight down a bit to prevent the overlap.
    (https://i.ibb.co/sKmKQsz/Lot-MS-Amanda-2022-08-21-220903-224250.png) (https://ibb.co/Lxkx69H)
  • So this is new to me, but could be a bug in the original: in this room I killed an enemy with fire, then cast fire again as the enemy turned into a chest, and my fireball started making cloverleaf patterns around the new chest. It never could "kill" the chest, so it just kept trying indefinitely. I grabbed a RetroArch save state if interested. The heroine could not perform any action while the fireball danced. Eventually another monster would get in the way of the fireball and take it's impact. Then all was back to normal.
    (https://i.ibb.co/xz6PBdC/Lot-MS-Amanda-2022-08-21-220909-215359.png) (https://ibb.co/6DFVTLn)
  • The Dime castle loads slowly upon re-entering the region. I'm not sure if this is original, but it seemed slower than I remember. In general, there seemed to be more flashy/slow sprite action, but it's hard to say if that was due to RetroArch or my own poor memory.
    (https://i.ibb.co/5hPj79q/Lot-MS-Amanda-2022-08-21-220906-220056.png) (https://ibb.co/WvLzT3S)
  • As an aside, the ninjas can get glitched with the Lit spell just like Shadow Knight. After being hit they move in a straight line, completely off screen, then reappear on the other side. This continues until the player hits the ninja again, then it dies.
    (https://i.ibb.co/sqz7XFg/Lot-MS-Amanda-2022-08-21-220906-221547.png) (https://ibb.co/Rcd8JCg)
  • Original but annoying. On this screen, if I walk to the left, there's an invisible staircase to go back to the path with elephants. I would argue that transition should occur anytime the player walks below a certain tile, not just on one specific tile with an invisible staircase.
    (https://i.ibb.co/MchDKpV/Lot-MS-Amanda-2022-08-21-220906-230106.png) (https://ibb.co/GWJvGk2)
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on September 10, 2022, 02:09:30 AM
Quote from: Ok Impala! on September 08, 2022, 02:23:44 AMSomething I'm hugely interested in is getting rid of the bounce back when you get hit by a monster. As long as the player is in that state it ignores all event scripts on screen. Making it possible to glitch onto tiles you aren't supposed to be on. Eliminating bounce back would fix this, and I'm sure it would feel better in game too.

There is already code for that in the game. When you walk over spikes, you get hurt, but you don't bounce back.

@radimerry: We've got a Discord server where we discuss FFA hacking. Please send me a DM or e-mail if you'd like to join us there for a more indepth discussion about the improvements we are working on for FFA.

I'm not sure if removing it entirely would feel better in gameplay, but I'd be willing to try it out. My gut reaction is that I'd miss it.

I agree about the tile issue though. As evidenced by the very first screen: I can get hit into the gate, and then require going down/left/right and back to progress to the next screen.

That said, I can't get hit back through walls. Would it be possible to change the collision script to consider the event tiles as walls while "hit back" moving?
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on September 10, 2022, 05:34:58 AM
Quote from: dagmor on September 10, 2022, 01:53:00 AMSo much love to you folks for working on this game! :beer:

I did another playtest of the latest release.

Thanks!

QuoteOverall, I enjoyed the improvements. Here's a few oddities I encountered:

Check out Amanda's head. This happens consistently in the menu from this spot.

Several things in the last few days seem to show that the game gets tile math wrong in some cases. It's good to have more cases where it's wrong because changing it is likely to have unexpected effects.

QuoteI don't think I've noticed a chest forming on top of an open chest before. Not a big deal, but odd nonetheless.

Chest placement logic is annoying and unlikely to change. I have accidentally pushed so many chests into walls and rivers.

QuoteI recommend resetting the darkness condition if possible at the start of cutscenes. Otherwise you sometimes wind up with this, which doesn't translate well with the inverted palette (scene crossing the bridge right before coming out of the waterfall):

That's interesting... I actually found the (unused) script commands to set/clear the Dark effect a couple months ago. I modify that particular script to clear Dark but... I kind of like that effect. The bridge was visible until it disappeared, right?

I also cherish the moments when I level up under the effects of Dark.

QuoteI think this has been around a while, but I recommend moving shadow knight down a bit to prevent the overlap.

I have to admit, that's my fault and it was an intentional decision. In the original, Shadow Knight is hidden by the text box, which isn't optimal for any cutscene.

Moving Shadow Knight down even the minimum amount would put him that much closer to you at the start of the fight, making him more difficult. One thing I considered was moving him down for the text, and then having him take a step back at the very end of the cutscene.

I decided on having him break the fourth wall instead, by spawning a second copy of him after the text box is displayed, and then removing the duplicate just before the fight (although I can also say, fighting two of him is possible, and no fun). I might try the step back instead.

That said, to me, Shadow Knight being a larger-than-life villain is important to the story. One thing I've considered for a long time now is using a drop shadow on the S and K in his name (and only his) wherever it is used. What's your opinion on that?

QuoteSo this is new to me, but could be a bug in the original: in this room I killed an enemy with fire, then cast fire again as the enemy turned into a chest, and my fireball started making cloverleaf patterns around the new chest. It never could "kill" the chest, so it just kept trying indefinitely. I grabbed a RetroArch save state if interested. The heroine could not perform any action while the fireball danced.

Has to be a bug in the original. Sounds very annoying, especially if that happened to be the last enemy on the screen.

QuoteThe Dime castle loads slowly upon re-entering the region. I'm not sure if this is original, but it seemed slower than I remember. In general, there seemed to be more flashy/slow sprite action, but it's hard to say if that was due to RetroArch or my own poor memory.

Dime Tower rising is something that I have tried to optimize--the original often draws a tile over a duplicate tile--but I have not touched the script that runs when you re-enter that screen. I hope I have not negatively impacted it. If you want to test the original, your save games should be compatible (and if not, blame the emulator).

QuoteAs an aside, the ninjas can get glitched with the Lit spell just like Shadow Knight. After being hit they move in a straight line, completely off screen, then reappear on the other side. This continues until the player hits the ninja again, then it dies.

Good to know.

QuoteOriginal but annoying. On this screen, if I walk to the left, there's an invisible staircase to go back to the path with elephants. I would argue that transition should occur anytime the player walks below a certain tile, not just on one specific tile with an invisible staircase.

I've thought of making an obvious teleporter, but adding more invisible transition tiles sounds like a better option. I'll give it a shot.

Once again, thanks for the feedback. You highlight a lot of things I've worried over, but bring a fresh viewpoint to them.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: radimerry on September 10, 2022, 09:58:58 AM
(https://github.com/radimerry/bucket/raw/d3b9ff82ad8678d1b7be70e625067167cfd2f7b2/ffa-sprite-window.gif) (https://github.com/radimerry/bucket/raw/d3b9ff82ad8678d1b7be70e625067167cfd2f7b2/ffa-sprite-window.gif)

The sprite-window bug looks annoying. Sprites are 8x16 but we see overlap here, which is why it's removed. If the status box is shrunk 8 pixels, maybe it'll work.

(https://github.com/radimerry/bucket/raw/8d55c9f6c02577a3834371aae6409edc6b5d3e59/ffa-sprite-window2.gif) (https://github.com/radimerry/bucket/raw/8d55c9f6c02577a3834371aae6409edc6b5d3e59/ffa-sprite-window2.gif)

Similar to here.


For Shadow Knight, if text box is shrunk 8px on top, maybe you can sneak by.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on September 10, 2022, 10:32:25 AM
Quote from: xenophile on September 10, 2022, 05:34:58 AMI kind of like that effect. The bridge was visible until it disappeared, right?

I also cherish the moments when I level up under the effects of Dark.
Yes, I believe so. I find the effect fun too, as long as it doesn't detract from a first time player's understanding of story. To be fair, most first time players would likely sit out the effect until it stops.

There seems to be more to "dark" than color inversion. Otherwise this scene would have more context that you're on a cliff. I think in this case it's fine to leave it, though I wonder if it's problematic elsewhere.

QuoteMoving Shadow Knight down even the minimum amount would put him that much closer to you at the start of the fight, making him more difficult.
Have you considered moving him to be further to the left/down and facing right, and likewise moving the player up and facing left? The intent being that they're still staring each other down, but making a horizontal line instead of a vertical one.

QuoteThat said, to me, Shadow Knight being a larger-than-life villain is important to the story. One thing I've considered for a long time now is using a drop shadow on the S and K in his name (and only his) wherever it is used. What's your opinion on that?
Sure! Shadow Knight is a fairly generic name, so adding embellishment may help it stand out as unique. Even though it wasn't direct translation, I kinda liked "Dark Lord" better for stirring that dread and main bad guy feeling.
QuoteHas to be a bug in the original. Sounds very annoying, especially if that happened to be the last enemy on the screen.
Thankfully the player can still move, just not use A, B, start, or select. Leaving the room resolves the issue. There may still be a soft lock potential in there somewhere, but nothing comes to mind.
QuoteOnce again, thanks for the feedback. You highlight a lot of things I've worried over, but bring a fresh viewpoint to them.
:thumbsup:
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Ok Impala! on September 11, 2022, 12:26:07 AM
Quote from: dagmor on September 10, 2022, 02:09:30 AMThat said, I can't get hit back through walls. Would it be possible to change the collision script to consider the event tiles as walls while "hit back" moving?

I haven't found a way to do just that yet, would be a great solution though. I did find a way to make an event detect that the player is in this state and bounce him back again from the event. So, in this case the gate would throw you back. But since the "hit back" animation takes so long, the game monster would push you back again too, resulting in a "pinball" effect for a second. So, that way wasn't feasible either.  :laugh: I use events a lot in Ember of Mana for closed doors. That way I created closed doors that only have to be opened once in the game. Though because of the glitchy behavior with the bounce back, I can't have any monsters in the same room with a closed door. The glitchy bounce back would allow the player to glitch through the door.

Link's Awakening only uses bounce back sparsely, and that feels and works way better. I think for FFA the bounce back is just way too large and glitchy, making it feel like you are not in control as a player. At least trimming down on the force of the bounce back would help immensely. But I'd really be happy if it would work the same as in Link's Awakening.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: radimerry on September 11, 2022, 08:44:20 PM
Knockback is a weird beast. Some experimental patches for playing around
https://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-none.ips
https://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-short.ips

None = player doesn't move (01:4fa5 = ld a, $00)
Short = small kickback (01:4fa5 = ld a, $01)

Odd part is if you set a very high damage timer @ c4d2, you'll keep flying backward until it reaches $33. Then you regain control of player.

(https://github.com/radimerry/bucket/raw/6dd3d856c6490f867b89beb55969a75468c9b36a/ffa-kickback-none.gif) (https://github.com/radimerry/bucket/raw/6dd3d856c6490f867b89beb55969a75468c9b36a/ffa-kickback-none.gif) -- (https://github.com/radimerry/bucket/raw/66a87895b8b0391cad2d3b4d46d0d79412b55568/ffa-kickback-small.gif) (https://github.com/radimerry/bucket/raw/66a87895b8b0391cad2d3b4d46d0d79412b55568/ffa-kickback-small.gif) -- (https://github.com/radimerry/bucket/raw/e2bad81d91e7c4bdf5af999678103c649a5ddf85/ffa-kickback.gif) (https://github.com/radimerry/bucket/raw/e2bad81d91e7c4bdf5af999678103c649a5ddf85/ffa-kickback.gif)


Spikes look controlled by a metatile (script) event trigger @ 0:1700, which sets damage timer to $33 so no kickback triggered. Player can still be immediately touch damaged though, unlike the kickback damage.

(https://github.com/radimerry/bucket/raw/822832e43a8db634a1b838e4cba0eb3d19c47c36/ffa-spikes.gif) (https://github.com/radimerry/bucket/raw/822832e43a8db634a1b838e4cba0eb3d19c47c36/ffa-spikes.gif)

What does this all mean? I have no suggestions towards a fix. Leaving collision detection always on can trigger an infinite pinball spin of eventual death.


The annoying part about floor triggers is the snapping. If we span 2 16x16 bg metatiles, it checks only 1. So we get 2 hits and 2 misses. If it's possible to force the chest to only work when completely covers the floor tile, then I think the bug would go away.
(https://github.com/radimerry/bucket/raw/a9f4f9a875941f63a46284e7f5bb0b31bfbff060/ffa-chest1a.gif) (https://github.com/radimerry/bucket/raw/a9f4f9a875941f63a46284e7f5bb0b31bfbff060/ffa-chest1a.gif) -- (https://github.com/radimerry/bucket/raw/a9f4f9a875941f63a46284e7f5bb0b31bfbff060/ffa-chest1b.gif) (https://github.com/radimerry/bucket/raw/a9f4f9a875941f63a46284e7f5bb0b31bfbff060/ffa-chest1b.gif) -- (https://github.com/radimerry/bucket/raw/a9f4f9a875941f63a46284e7f5bb0b31bfbff060/ffa-chest1c.gif) (https://github.com/radimerry/bucket/raw/a9f4f9a875941f63a46284e7f5bb0b31bfbff060/ffa-chest1c.gif) -- (https://github.com/radimerry/bucket/raw/a9f4f9a875941f63a46284e7f5bb0b31bfbff060/ffa-chest1d.gif) (https://github.com/radimerry/bucket/raw/a9f4f9a875941f63a46284e7f5bb0b31bfbff060/ffa-chest1d.gif)


======================


Quote from: Ok Impala! on September 11, 2022, 12:26:07 AMI haven't found a way to do just that yet, would be a great solution though. I did find a way to make an event detect that the player is in this state and bounce him back again from the event. So, in this case the gate would throw you back.

You could clip the damage timer (c4d2) to $33 to stop the kickback itself if state detected.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on September 12, 2022, 12:38:55 AM
Quote from: radimerry on September 11, 2022, 08:44:20 PMThe annoying part about floor triggers is the snapping. If we span 2 16x16 bg metatiles, it checks only 1. So we get 2 hits and 2 misses. If it's possible to force the chest to only work when completely covers the floor tile, then I think the bug would go away.
Please forgive me if this is already apparent, but just to be clear: the game promotes that the bottom half portions of chests or snowmen are the parts that can interact with switches. I believe this is attempting to add authenticity to the "3D" sprite look.

If the puzzle was changed to require full overlap of the chests/snowmen and switches, that'd need to be done across the board. This may prove problematic for other puzzles.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Ok Impala! on September 12, 2022, 12:55:47 AM
Quote from: radimerry on September 11, 2022, 08:44:20 PMKnockback is a weird beast. Some experimental patches for playing around
https://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-none.ips
https://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-short.ips

None = player doesn't move (01:4fa5 = ld a, $00)
Short = small kickback (01:4fa5 = ld a, $01)

Odd part is if you set a very high damage timer @ c4d2, you'll keep flying backward until it reaches $33. Then you regain control of player.

Spikes look controlled by a metatile (script) event trigger @ 0:1700, which sets damage timer to $33 so no kickback triggered. Player can still be immediately touch damaged though, unlike the kickback damage.

(https://github.com/radimerry/bucket/raw/822832e43a8db634a1b838e4cba0eb3d19c47c36/ffa-spikes.gif) (https://github.com/radimerry/bucket/raw/822832e43a8db634a1b838e4cba0eb3d19c47c36/ffa-spikes.gif)

What does this all mean? I have no suggestions towards a fix. Leaving collision detection always on can trigger an infinite pinball spin of eventual death.

You could clip the damage timer (c4d2) to $33 to stop the kickback itself if state detected.

Thank you! This really helps! I'll start experimenting with these settings.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on September 12, 2022, 01:21:30 AM
Quote from: Ok Impala! on September 11, 2022, 12:26:07 AMLink's Awakening only uses bounce back sparsely, and that feels and works way better. I think for FFA the bounce back is just way too large and glitchy, making it feel like you are not in control as a player. At least trimming down on the force of the bounce back would help immensely. But I'd really be happy if it would work the same as in Link's Awakening.
I just loaded up Link's Awakening for comparison. The three enemies I fought all induced knockback. You're totally right though, it feels better. Maybe from a combination of shorter distance and more accurate direction. In LA the player is on a finer grid, so diagonal knockback makes sense. That probably wouldn't fly in FFA. Still, something like half the distance would help!
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Ok Impala! on September 12, 2022, 03:11:12 AM
Quote from: dagmor on September 12, 2022, 01:21:30 AMI just loaded up Link's Awakening for comparison. The three enemies I fought all induced knockback. You're totally right though, it feels better. Maybe from a combination of shorter distance and more accurate direction. In LA the player is on a finer grid, so diagonal knockback makes sense. That probably would fly in FFA. Still, something like half the distance would help!

Yeah, I have to check what causes the different feel. But I surely want to aim at the Link's Awakening feel for the new bounce back in Ember of Mana. I think no bounce back at all might work if the animation changes convincingly, there are ARPG that go that route. Other option would be to scale back the bounce back to make it more subtle and add a nice sound effect, and maybe a flash or short pause too. Really exciting to improve on this mechanic, as it just doesn't feel right in vanilla FFA.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: radimerry on September 12, 2022, 09:23:15 AM
Quote from: dagmor on September 12, 2022, 12:38:55 AMPlease forgive me if this is already apparent, but just to be clear: the game promotes that the bottom half portions of chests or snowmen are the parts that can interact with switches. I believe this is attempting to add authenticity to the "3D" sprite look.

Did not realize the pseudo-3D, 3/4 viewpoint perspective. That completely changes a lot.


Quote from: Ok Impala! on September 12, 2022, 03:11:12 AMYeah, I have to check what causes the different feel. But I surely want to aim at the Link's Awakening feel for the new bounce back in Ember of Mana.

LA has a fast but brief shoveback. Just some experimenting
1:4fa5 = ld a, $0a -- speed
1:4fac = ld a, $36 -- how long
(no picture)

Warning that I get shoved into dungeon walls more often (left and bottom). This I'm curious about. :o
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on October 04, 2022, 02:56:14 AM
Forgive me for not getting back to y'all for a while. There's a lot I wanted to respond to (and do) and I wanted to make sure not to miss anything. I've also been spending a fair amount of time going through the disassembly, trying to learn more.

First, knockback. I've only played with this a little bit. I believe Ok Impala! has found a setting that works for Ember of Mana. I agree it could be much improved, but I'm hesitant to make changes without understanding it better. I tried changing the "how long" from $3c (60, presumably one second, which seems accurate) down to $20 and it seemed like that increased the speed and distance. It's hard to tell.

The chest/switch thing I haven't had a chance to really look into yet.

@radimerry: Disappearing after Jackal. I've got this fixed using a script hack, turning the Hero to face whichever direction they are already facing. This is for Jackal only since the game has a lot of intentional delay there, and players won't have built up trust in the hack yet. I considered reducing the delay(s) but so far I'm going to leave them as is. FYI, there is a one second delay before the music is cut out, and then a one and a half second delay before the text box shows up.

Speaking of sound, I saw your analysis about the buzzing when the music is muted. The Game Boy sound systems are a bit of a mystery to me. I fixed this myself by changing 0f:405e (https://github.com/daid/FFA-Disassembly/blob/master/src/bank0F_soundengine.asm#L71) from $10 to $00, but sometimes I hear sound glitches that I worry are my fault. Do you have any thoughts on what the correct fix is?

I've applied your copy-forward change for the line effects, the empty inventory slot fix, and the (v1) warp fix.

I also confirmed that the high level Nuke fix was fixed after the Japanese release. Thanks for looking into that.

About the tile loading on the Sickle. I've been looking at the tile animation code recently--used for things like the river in the Sickle test screen. The game can (in my experience) copy five tiles during VBlank, and depending on what what animated tiles are present, it may queue up to two for a frame. While the player and the weapon animations seem to be designed to alternate which is copying at any point, any change they make is at least four tiles, and that Sickle special attack looks like it may transfer eight at a time? I'm actually pretty surprised more graphic corruption doesn't happen (or at least isn't noticeable).

@dagmor: I moved Shadow Knight down under the window. Also, repositioned him to centered horizontally. You should have to scramble a little more to get out of his way at the beginning of the fight. Shrinking just one text box isn't possible.

I added the invisible teleporter to my list, but I'm not going to touch it yet because adding additional triggers will grow the room's data, and that would move a lot of things.

"There seems to be more to "dark" than color inversion." It turns black to white and all three of the other shades to black. The problem here is the only visible tiles with black are the cave and the two shadowed cliff tiles. Even without the dialog box you wouldn't have much more context.

One interesting thing I discovered recently by looking at the disassembly: They had a pretty complete scriptable dark mechanic that they don't use, including two light type objects ("Torch" and "Dwarf Lantern" (https://tcrf.net/Final_Fantasy_Adventure#Unused_Items)). Presumably they would use this on caves or individual rooms. The items are designed to remove the effect for a certain period of time. It's interesting seeing how complete their development was, but it's likely it got cut because it was too tedious.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: Ok Impala! on October 04, 2022, 09:10:58 AM
Quote from: radimerry on September 11, 2022, 08:44:20 PMKnockback is a weird beast. Some experimental patches for playing around
https://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-none.ips
https://github.com/radimerry/bucket/raw/01ef67e5b1602ed4873146bc01b9969858bbf46a/ffa-knock-short.ips

I used the small knock-back setting and it works like a charm! Tried some other settings too, but came back to the short knock-back. That one feels pretty good and it feels a lot less glitchy. Ember of Mana will make use of the short knock-back for sure!  :)
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: radimerry on October 04, 2022, 12:42:31 PM
Quote from: xenophile on October 04, 2022, 02:56:14 AMSpeaking of sound, I saw your analysis about the buzzing when the music is muted. The Game Boy sound systems are a bit of a mystery to me. I fixed this myself by changing 0f:405e from $10 to $00, but sometimes I hear sound glitches that I worry are my fault. Do you have any thoughts on what the correct fix is?

I would've done the same thing - set volume register to zero. Game appears to correctly set volume when playing new instruments.

Are glitches sfx or music? Stutters? Skips? Assuming that game does not user timer interrupts (0087-0096 could be freed up).


Quote from: xenophile on October 04, 2022, 02:56:14 AMThe chest/switch thing I haven't had a chance to really look into yet.

For that room, can the puzzle logic be changed to a counter? Adds +1 for every chest pushed to tile or -1 if removed. When 4 is reached, open door.



Quote from: xenophile on October 04, 2022, 02:56:14 AMI tried changing the "how long" from $3c (60, presumably one second, which seems accurate) down to $20 and it seemed like that increased the speed and distance.

I think it's tied to another value that controls when to stop the pushback but keep the no-damage blinking on (try ~1:4b38).
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on October 04, 2022, 11:09:34 PM
Quote from: radimerry on October 04, 2022, 12:42:31 PMI would've done the same thing - set volume register to zero. Game appears to correctly set volume when playing new instruments.

Are glitches sfx or music? Stutters? Skips?
What I've heard is sort of a loud "bazap!" sometimes when killing an enemy. I don't think this has happened on real hardware, but I wouldn't swear to it.

QuoteAssuming that game does not user timer interrupts (0087-0096 could be freed up).
I've done some color testing, and I removed this routine for space with no problems.

QuoteFor that room, can the puzzle logic be changed to a counter? Adds +1 for every chest pushed to tile or -1 if removed. When 4 is reached, open door.
The scripting only allows one bit variables. You can do a counter with nested if structures, but it gets messy quickly.

The puzzle logic for that room is pretty simple: push a chest off of a trigger tile (or destroy it while it is on one). Pretty clear what they were going for.

QuoteI think it's tied to another value that controls when to stop the pushback but keep the no-damage blinking on (try ~1:4b38).
Okay, I see the logic now. Movement is stopped on wPlayerDamagedTimer == $34, so when I reduced it to $20 it looped something like $ff - $34 + $20 times.

It looks like that function also drives the blinking logic: 01:4b4f bit 3, a. I might try changing that to twice as fast.

Looks like presently knock back is 32 pixels. I'm concerned that changing that would nerf bosses, most of whom are very susceptible to just spamming attacks and exploiting invincibility frames.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: dagmor on October 08, 2022, 12:36:16 AM
Quote from: xenophile on October 04, 2022, 02:56:14 AM@dagmor: I moved Shadow Knight down under the window. Also, repositioned him to centered horizontally. You should have to scramble a little more to get out of his way at the beginning of the fight. Shrinking just one text box isn't possible.

I added the invisible teleporter to my list, but I'm not going to touch it yet because adding additional triggers will grow the room's data, and that would move a lot of things.

"There seems to be more to "dark" than color inversion." It turns black to white and all three of the other shades to black. The problem here is the only visible tiles with black are the cave and the two shadowed cliff tiles. Even without the dialog box you wouldn't have much more context.
Thanks for the update!

How does the game look with the grays inverted as well (instead of being black)? Or perhaps drop down the tint by 1 on every shade (white to light gray, light gray to dark gray, dark gray to black, black stays black).

As a random aside, when I branch a speedrun mod off this LotMS mod, I'm going to look for a way to auto-use keys and AB button combo mattocks. I may also try to A+select to cycle through weapons. Anything to reduce menu time...
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on October 08, 2022, 02:01:16 AM
Quote from: dagmor on October 08, 2022, 12:36:16 AMHow does the game look with the grays inverted as well (instead of being black)? Or perhaps drop down the tint by 1 on every shade (white to light gray, light gray to dark gray, dark gray to black, black stays black).

Give it a try: setDarkGraphicEffect (https://github.com/daid/FFA-Disassembly/blob/master/src/bank00.asm#L242). I think that is the only function that needs to be changed. I tried a couple things in a graphics editor, and excluding dark gray from being changed looked pretty good on the screen you mentioned. Consider this a little gentle pressure to start hacking.  >:D

QuoteAs a random aside, when I branch a speedrun mod off this LotMS mod, I'm going to look for a way to auto-use keys and AB button combo mattocks. I may also try to A+select to cycle through weapons. Anything to reduce menu time...

Menus are frustratingly slow. If I recall correctly, there is a script command to scan your inventory for a certain item, and another to remove it. The only issue for keys is that it isn't coded to deal with stacked objects, but that still means it should be pretty simple to implement auto using keys. Especially because there's just one simple script that manages all every normal locked door.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on November 02, 2022, 02:39:42 AM
New version up! (https://www.romhacking.net/hacks/6550/)

This is a big release for bug fixes to the original:
* Restore the HUD to the original location! (https://tcrf.net/Final_Fantasy_Adventure#HUD) (Exactly one pixel lower.)
* Fix equipment power bug. (https://finalfantasy.fandom.com/wiki/Equipment_bugs#Final_Fantasy_Adventure) (Thank you radimerry.)
* Poison and Fuji's heal now tick even while you are attacking. (Although poison can be a bit annoying, this makes Fuji useful during bosses.)
* Fix Sickle warp bug. (Thank you radimerry.)
* After the Jackal fight ensure the Hero is visible.

While you can be left invisible due to taking damage after any boss, it's really common with Jackal, the script includes a lot of intentional delay, and players are still learning what to expect. This was easier to fix with a script change, saving a bunch of assembly debugging.

Other things:
* Due to feedback I've repositioned Shadow Knight during his pre-fight banter. (Thank you dagmor.)
* The formula for maximum mana has changed. It used to be that every 14th point of Wisdom you gained would not give a point of MP. Now every point of Wisdom you gain always gives exactly one point of MP. Previously MP would max out at 98 when Wisdom hit 99, but now it maxes at 99 when Wisdom hits only 95. (Wisdom above 96 still gives you extra magic damage, but I doubt you'll need it.)
* Mithril Helm now gives resistance to certain enemy attacks, just like Mithril Armor. The entire elemental resistance/immunity/bonus/block system is complex and I've been working to understand it better--this fix just happened to be obvious and easy.

There's still a lot to test and understand about the elemental system(s). As far as I can tell, a lot of what is documented in the manual and many guides is wrong (or misleading). For instance:
* Undead enemies seem to be vulnerable to the Mana Sword--not the Mithril Sword--but good luck getting either of them before you face Vampire.
* Werewolves probably take extra damage from all axes, not just the Were Axe.
* All magic spells seem to be the same element (for the purposes of vulnerability, which is different than immunity), so no bonus damage to fire/ice vulnerable enemies.
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: lexluthermiester on November 06, 2022, 01:51:38 AM
Nice!
Title: Re: Legend of the Mana Sword (GB Final Fantasy Adventure hack)
Post by: xenophile on November 09, 2022, 10:26:45 PM
Quote from: xenophile on November 02, 2022, 02:39:42 AMFix equipment power bug. (https://finalfantasy.fandom.com/wiki/Equipment_bugs#Final_Fantasy_Adventure) (Thank you radimerry.)

New version up. In copying and pasting radimerry's fix into the disassembly I managed to make a mistake. All equipment (except what is equipped?) was having its AP/DP set to zero on load from a save.

A lot of people are probably playing with save states, but... you probably want to upgrade to the new fixed version (available now).