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Messages - Manamiko

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I dont suppose anyone here knows of anyone who has done work on Record of lodoss war Advent of cardice for DC? I havent found anything scouring the internet

I don't know that anyone here has an interest, but I would love to see an editor that edits all mobs/bosses in Record Of Lodoss War Advent Of Cardice. Why you ask? Because I am a masochist, and also because I felt that the goddess herself was far too easy while the Narse/Green Dragon were challenging, until you maxed out several things and obliterated them.

ROM Hacking Discussion / Where do hack requests belong
« on: October 24, 2021, 10:32:20 am »
I clicked the link where it states *here* in the thread far above and it just redirects to a link saying "File not found."

Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: August 13, 2021, 10:43:30 pm »
I just thought of something that would be viable, unless you believe that it would be too OP. It would certainly entice everyone to use magic a lot, while still having some use for physical damage in certain instances.

The spirits gain 1 HP/MP for each movement on the map in dungeons, regardless of stepping forward, backward, or rotation. Would it be possible to set it up so that all party members have the same regeneration, but for MP only? Im not attempting to remove the usefulness of items, and in a pinch they can be awesome.

Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: August 12, 2021, 11:30:23 pm »
After taking in  that last post, I see I did ask a bit much. This is pure ignorance on my part but I did not know that the data was unreadable and that we were limited to strict values inside the game like the meal heal and so on. So it seems that in order to become more fancy with features, you would have to code entirely new data and test it , otherwise you are stuck drawing off the exact limits of what exists in the game currently.

Im certainly no hacker and worthless in regard to help, just an idea person who doesnt know better haha.

Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: August 11, 2021, 09:30:53 pm »
This may seem a little overpowered, but based on what you said, if the feature was implemented, I would say that it would be looked at as follows.

IE: Rooks, using a skill called Vampiric Slash/Strike, Heals back 50% of inflicted damage, costs 10 mp.

At that point, if you need some healing, you would have to decide if you want to attack And heal back some, instead of just burning up heal spells for him. It isnt too OP and in battle makes you decide if you want to strike as well, or spam cards, or heal via heal 1/2/3 and then spam cards, etc. Of course, he gains the elemental spells later. Even at end game, him hitting for 150+ dmg with this skill and healing back 75ish HP wouldnt be too OP, since he is partially relied on to use cards where possible.

If you really wanted to make it more OP, similar to the spirit of water, you could make that skill hit for around 1.5x his attack damage, spread the healing to all party members, but drop its healing effectiveness to 20%. It would make it similar to a health top off. Oh, and increase the mana cost to 15mp. At that point, say mid game, if he hits for 80 atk dmg normally, and he uses the skill, it hits for 120 dmg, and the heal for the entire party at 20% becomes 24 hp per party member, literally 1/3 of Marids healing XD

It seems like that would make it a preferable boss attack or hardier enemies when you want to dish out more single target dmg, or just want that quick health top off while still being able to attack.

As far as an MP Drain since you said enemies act like pokemon red/blue with no PP in the game for them, well...I would say implement an item, like one of the unused rings if its doable without too much headache, and it becomes an accessory equip. Only 1 exists, found slightly later in the game but not too late, and the character who wields it just gains a flat 5 MP regeneration per turn. That would help with regaining mp at a steady pace without having to rely on a dmg formula, and also prevents late game heavy scaling, where say it healed 10% mp of physical dmg so rooks cant hit for 150-200+ phys and pop 15-20 mp back into his pocket. It also motivates you to put it on a caster so that they can alternate between Attribute spells and physical while still gaining MP in the process, but not a crap ton.

Just a couple ideas that might diversify the gameplay somewhat. I know everyone has their play style, but most of the time until end game I find myself spamming nothing but Card attacks unless the physical dmg makes more sense against the mob/boss. Oh, and i almost forgot. When a character is taken via plot, the ring is returned back to the inventory, IE: Teefa / Darwin in Bintel Castle hold off enemies for you, ones wearing the ring, and then its gone, normally i think anyway

Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: August 08, 2021, 12:55:48 am »
This is probably not possible but, I wonder if something could be implemented that would also change some of the game play. Would a leech life/mana feature, or life/mana gained upon attack damage be a viable magic option for characters as a skill, or perhaps a card, or perhaps native to any specific gear when found? I wonder since it might add alittle more difference vs just card spamming/attribute spamming.

Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: August 04, 2021, 08:25:37 pm »
Hey Sarah. So I went ahead and applied the SoR patch, the all maps, and then the hard type patch that exists here on the website. After having Teefa join, i bought 2 short swords and went to equip them. Upon entering the equipment screen, it immediately flashed blue and went black, unresponsive. I got a fresh rom, applied SoR and all maps, but no hard type. It works perfectly at the moment. So it looks like no hard type for now, haha.

Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: August 01, 2021, 06:21:10 pm »
This may have already been answered, but was the usecase of armor ever fixed so that it actually reduces damage? Also, I would love to see a minor side patch that gives the option of a hardtype. IE: All monster damage increased x3, and bosses x4. I know, as if the game wasn't already hard enough for some players.

Personal Projects / Re: Arcana - Seal of Rimsala! (SNES)
« on: August 02, 2020, 11:15:21 am »
So far this has been a very fun and pleasant experience! I am playing SoR on the Snes-Mini and no issues. I have made it all the way to Bintel Castle slightly underleveled at lvl 37 but have decided to stick around smacking dragons and such til I over level XD.

On a side note, I do not know if it was intentional, but when you changed the attack values and what party members are capable of on their status screen for Attack without a weapon equipped, it does get a bit wonky. I noticed that sometimes their own attack value is higher than what a specific weapon is capable of giving them, so instead of it adding to their attack power, it nerfs it! I have never seen that in the game before. I think a great example was when I equipped Darwin with a lower end sword and his Attack dropped, and it was noticeable in battle.

Other than that, I love this hack!

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: July 12, 2019, 12:41:07 am »
I took out Doros without much of an issue, but being lvl 31 his fire 2 still dealt a solid 100+ dmg per cast. I am currently fighting Metal Pison at lvl 39 sporting an hp pool of 279. One thing I always found lack luster about this fight is the only way to fight him with magic is using the B fire/Ice attempts or having a partner after the curse is cast, which is ok. I was curious if he would be a bit more lethal so the preference of his power is up to you, but at the moment, with star rune / light rune popped, his Laser 2 only hits me for 25 dmg, and phys for 50, so it isn't much of a concern. I always wished they made him far harder in the original game because, who doesn't remember how much of a bastard he was when you fought him as Red Pison and he started wrecking us if we didnt grind first  :laugh:

Edit: I did not even notice it until now, but when you have multiples of equipment (such as 4 Swords, 3 Zntes, etc) which you normally wouldnt have unless you strangely hoard or you grind the sword monster out, but, when you sell it, such as the Sword that goes for 20K, if you sell more than 1 since it sells the entire pile, you only receive the gold for a quantity of 1. So if I sell 8 Swords, instead of 160k, its 20k  :D

2nd Edit/Update: Even with this feature of selling, I am lvl 55 *grinding a bit before I go into the past* and I am already sitting on 770k gold. Unsure of how much seeds cost at melenam, since I saw you spoiled that in another post :P but I cant wait. Bed time for now! P.S. N. Brains hit significantly harder than M. Pison with their lightning spells

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: July 11, 2019, 12:49:22 am »
For those who want to compare, this is how my run has gone so far. I am lvl 29, I defeated lux *rather easily* for the sky rune * I like playing solo, makes it harder.* I just defeated the Serpent for the Moon Rune. My stats:
HP: 207
MP: 261
Power: 112
Guard: 118
Magic: 168
Speed: 140
Weapon: 65
Defend: 70

Oh, that part about wondering if its too easy. I am wearing the ice cloak FTW. I still took 60-80 dmg from Ice 2 from the boss, and with def 1 popped it still hit me for 60-80 physically. At one point I took a crit for 120+ and almost died. The enemies are not much easier, even though the ice cloak debuffed some of their attacks afterwards such as the wyrocks and knights. This is by no means easy, but it is fun

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: July 10, 2019, 03:10:57 pm »
A bad habit of mine, and you are correct that early game transitions pretty well, is grinding that may take away from some of the difficulty, but it certainly doesn't prevent it. I am running Esuna special, and even when in Pell, the despair's fire bird attack was easily dealing 60-70 dmg when cast against me and I was sporting an 85-100 hp pool. Its power stat was just as formidable. Brains and Blue Demons could also give me trouble if I wasn't careful. It isn't "easy" and it is more than the "LOL POWER/BPOWER DEF/ATK faceroll buttons" grind that most are used to. Before you pass judgement , play it through at least somewhat. I am not knocking your view, but I can say first hand that the difficulty does ramp up, you have to pay attention and actually UTILIZE turns, and everything feels refreshing. Imagine the spiders in the dungeon before the patrof apprentice battle where two spiders spawn , and they have a decent chance of popping def 2 on you, poisoning seems to occur more often, each turn zaps 10% hp and if they both hit you without a dodge or def buff up, you're dead. Just try it :3

Edit: Sorry about the off topic john

ROM Hacking Discussion / Re: Wip projects for the 7th saga (Snes)
« on: July 09, 2019, 11:11:19 pm »

Let me know what you guys think of it.
You are friggin awesome. I am currently playing through on Esuna at lvl 16 in patrof, grinding up.

Personal Projects / Re: Chrono trigger plus
« on: November 18, 2018, 10:11:56 am »
I really loved playing through this hack and I believe I achieved most of what I needed. Some very minor fixes others mentioned I passed over, but I did have a question about stats. I notice at lvl 99 , the only character who maxes their hp is Robo at 999. The lowest pool is Marle sitting at 823. Was this intentional in the scope of balance? I ask since we all know between the first playthrough and future NG+ your goal is to max everything out :P

Personal Projects / Re: 7th Saga Rom Editor
« on: September 25, 2015, 11:21:46 pm »
This is still a very appreciated and sought after accomplishment. I myself have been waiting for this for a few years now and have embarrassingly bugged a few users who were potentially going to do just this. Thank you so much for making this tool :)

I enjoyed a slow steady playthrough and it was nice. The only thing i ever noticed was in certain spots there may have been an overlap and you get stuck *temporarily* like forward flipping in speed boost mode through a door, being quick enough to unmorph the flip mode on the other side before passing through the doors closing vicinity, and the accelerated door open/shut in this romhack makes the door Shut on samus *which can be reopened by shooting or using a ball bomb* and occasional tiles that I got stuck on while speed boosting. Otherwise great playthrough, ended up at 93% items while skipping a couple things. Really loved the interconnected hidden areas and warps to get around.

I can understand, although it is beyond my scope. With the two different patches I've played through and the editions made, I didn't understand why utilities besides documents and bits of information were the only content released on hacking the game.

Edit: Unless for some reason those involved did not want others to have easy access to editing it, and/or were not up to publishing said software for any number of reasons. The most aware that I was made is the game data itself is a cluster to deal with, and now over a year later no updates of activity on it. Similar to the game Arcana, it would have been fun to adjust many elements and replay the game in a new light, but no activity has ever been undertaken for it.

Double Edit: I apologize if I don't sound constructive.

That would probably require you to expand those stats to 2 bytes, which is probably not as easy task as you'd have to move data around (assuming there is free space), as well as modifying routines that access those bytes. ASM definitely needed.

I agree, and I have no experience with it though I know of two others here who were at one point working on this game (over a year ago) and I was actually given permission by one of them to test a bypass on that 255 magic/speed stat barrier. He did something similar to what you described but overwrote data which made the testing a little bit of a nuisance *for his hard work, that is.* You had to use save states because saving the game registered your speed/magic at 0, and once you reached the town of Guntz for the 2nd rune in the game, after a couple tasks you automatically lose it back to 0 so you had to manually cheat and get your magic/speed values back in order to enjoy it and breaking the 255 barrier in late game. I know its been done, it just wasnt practically and fully completed. I sent a pm to the one concerning this but he hasnt been online here in over a month. I am just wondering if anyone has had an interest in this game, or what its capable of. A couple sources have told me that it was not actively taken interest in because data within the rom itself is , for lack of better term and my ignorance, skewered organization wise.

Is there anyone actively working on a 7th saga Editor, by chance? I know that there were a few rebalances made, and I enjoyed playing them. I would love to be able to edit char stats, enemy stats and resistances, as well as spell power and removing the barrier of max 255 magic and speed, etc.

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