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### Messages - kethinov

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1
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 201030
« on: November 02, 2020, 10:11:25 pm »
Level 8 Weapons Progression Balance places them in a better spot in the game so you don't end up with the "doubled up" problem you described before. The Underground City is always where those orbs were supposed to be. The fact that they don't spawn there is actually a bug in the original game.

"To suit more modest tastes, there are also two subvariants to choose from bundled with this hack:

- Level 8 Weapons Progression Balance: Includes only the new axe and glove orb chests in the Underground City plus the new money chests.
- Mana Tree Grants Mana Sword: Includes only the changes that give you the 9th sword orb when the Mana Tree dies and the new money chests.
- Those two subvariants can be combined if desired."

2
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 201030
« on: November 02, 2020, 07:34:23 pm »
There is a hack for that as well: Level 8 Weapons Progression Balance, available here: https://www.romhacking.net/hacks/4309/

I don't recall if it's integrated into the Turbo patcher yet though.

3
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 201030
« on: November 02, 2020, 09:37:10 am »
There is a hack for that, which is my Level 9 Weapons Progression Balance. It was designed to address that issue and to supersede the "No Missing Orb" hack.

4
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 201024
« on: October 29, 2020, 08:24:29 pm »
- Putting it above the health looks really really bad

Might be worth making this an off-by-default option just so people in that situation have a workaround, assuming it's trivial to implement and not a nightmare like trying to put it in the charge bar.

5
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200729
« on: July 29, 2020, 05:34:02 pm »
I'd certainly be happy to kick the tires for you on both Linux and Mac to see what the limits are. When you have a release ready, I'll start by making a handful of reference builds with different settings with the Windows GUI, then see if I can reproduce identical ROMs using the command line variant on both Linux and Mac and report back if there are any discrepancies.

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##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200723
« on: July 28, 2020, 08:32:49 am »
OMG, Christmas came early! I didn't even know you were working on command line support, or testing in Mono!

7
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200716
« on: July 16, 2020, 06:28:04 pm »
- Changed Early_Luna Crystal Orb hack to restore Great Forest Crystal Orb behavior (no compromise here, this is just an improvement)

Neat! I'm looking forward to digging into the code to see how you did that when I get some time to work on SoM again. Life has been terribly busy for me lately, but I still follow this thread religiously. Hope all of you are well.

8
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200619
« on: June 23, 2020, 09:40:14 pm »
Say I didn't check the readmes of each individual patch yet but is it intended that you can only have one of each equipment-item in your inventory at any given time?

Uncheck "Unique Equipment" to disable that change.

9
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200517
« on: May 19, 2020, 11:41:59 am »
My work is just copyediting Ted Woolsey's original translation to make it less terrible. So while my project makes surgical changes, yours is more a total overhaul like VWF and Relocalized. My view is that there is room in the world for many different script replacements and people will all have different preferences as to which they prefer, as each approach has pros and cons. Also as an aside, you should use the same technique I'm planning to use for extended dialog and I can share with you my approach when you're ready to begin encoding your work into a hack. Since our two hacks will be mutually incompatible, you could use the same ROM space I'm planning to use. Queue alluded to it before as something I was planning to use earlier in the thread - it's an area in bank C9 that has a very large amount of dead code that can be used to create new story events or expand the length of existing story events. Queue is already using some of it for some of his hacks, but there are still large areas of it that are unclaimed that we can both use for our script edits.

10
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200420
« on: April 23, 2020, 06:55:41 pm »
Here are some of my misc observations and wishlist features after messing around with the various settings. Feel free to take or ignore any of this feedback!

I'll reply to the ones that are relevant to my work.

* New feature request: Attacking Requires Full Stamina. This would be for those who like that the stamina system enforces pacing but are not interested in devoting mental space to keeping track of when the attack is available again. In other words, spamming the attack button would result in attacking as fast as stamina allows without any penalty swings.

This has been on my to do list for some time. I have experimented with various methods of accomplishing this, but I've yet to figure out a way to do it.

* New feature request: Default names. When the name screen comes up, instead of being empty, have it pre-populated with Randy/Primm/Popoi.

Ditto. I've tried to implement this before but I haven't been able to figure it out.

* New feature request: Goblins always kidnap you. This is a much less annoying way to get Primm to join than going to the Haunted Forest early.

I've tinkered with those events before, so I could make a hack to do this very easily. I'll add it to my to do list.

* I highly recommend No Heal At Level Up to be on by default. I didn't expect it to enhance the game as much as it has. No longer do I feel bummed when I have to use an item because gambling by waiting means I can heal for free with level up - now using items feels necessary, and I'm happy to have planned ahead buying them.

Haha it's nice to see someone else appreciate it.

* When using Faerie Coconut and Relocalized together, the original Faerie Walnut is renamed to Magic Walnut, but the Faerie Coconut remains Faerie Coconut. I suggest renaming it to Magic Coconut for consistency.

Great idea, I'll add it to my to do list.

11
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 20, 2020, 06:30:48 pm »
I would guess it has more to do with time constraints. The ROM has a fairly healthy amount of space for additional NPCs and dialog events. There are even some unused interior spaces in the ROM with no doors pointing to them yet, sometimes with dummied out NPCs/monsters in them. I'd bet they probably wanted to flesh out the houses and interiors more but didn't get around to finishing the work because they wanted to rush the game into production to meet a deadline. Hard to know for sure though.

12
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 20, 2020, 03:27:42 pm »
This sort of stuff has been a hobby of mine; a lot of my hacks involve creating new NPCs or moving them around and messing with dialog in the way you describe. As Queue said it's easier to do in some places than others.

If you detail which new NPCs you wish to create and where, I can help you explore the feasibility, let you know what specific tradeoffs it would require to create a new NPC in that specific location, and/or help you implement it.

13
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 15, 2020, 06:18:19 am »
The event flags are in RAM space, not ROM space. They're basically just a bunch of random things stored in memory to track the game's state, largely having to do with which events have already happened and which haven't. A lot of the events in the event system will either set new event flags or examine the contents of others.

14
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 14, 2020, 09:34:18 pm »
Event 4F is a different thing from event flag 4F. The event flag list is a completely separate list.

15
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 14, 2020, 08:47:51 pm »
Code: [Select]
'[Event 4F1: Dummied Out]-[Event 4FB: Dummied Out]@OFF \$CA4D89
This declares intent to write code to CA/4D89.

Code: [Select]
\event \if_flag== 4F 1F \goto 659
This writes a new event there which checks if event flag 4F (Mana Fortress bridges status) is between 1 and F (any of the bridges are extended). If so, it calls event 659, which is another dummied out event I have written new code to for that hack. That new event shows a special item ring for Mana Fortress Neko, creating the new item ring that didn't exist in vanilla.

Code: [Select]
\event \if_flag== 4F 00 \goto 678
If not, it calls event 678, which is another dummied out event I have written new code to for that hack. That new event calls the original item ring.

Code: [Select]
\event \end
This ends the event code.

16
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 14, 2020, 07:26:38 pm »
None of the dummied events are used by vanilla, but several are used by other hack authors. I've used quite a few.

17
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 14, 2020, 05:30:45 pm »
Also, how do I know which events are dummy? (and therefore can be used for hack?)  And how do I find out which dummy events aren't already in use by other hacks? (do I just "search" for [event xxx] using the notepad?

Dummied events is a shorthand for any event that is not called anywhere in the vanilla script. Most of the time it means an event pointer that points to an empty (zero byte) event. But sometimes when people talk about dummied events, they are referring to events in the event list that have actual executable code but are never used or called e.g. the event I restored in the Frosty the Friendly Alchemist hack that is fully functional but unused by vanilla.

18
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 12, 2020, 03:53:05 pm »
My Neko shop modification actually changes one of the letters in the "Purrrr, it's cold" thing.  Specifically, it changes the last part -- "Or?" to "Or" (without the "?").  Would that affect things?

Nope. If that's all you did that to that event, then our changes will not conflict.

19
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200408
« on: April 10, 2020, 10:28:30 am »
Nothing to worry about with Ice_Country_Neko_Landing; it doesn't modify events. I don't recall anything else touching event 65F for that matter. I've been pretty good about labeling events, so you can usually search the Turbo ZPS for "Event ###" and if there's no match, you're probably the first one modifying it. Kethinov's probably the only one who would, and I don't recall him having altered this one.

I have a hack in progress that modifies the text of that event, but does not change its length. It only modifies the "Purrrr, it's cold" line in a byte-neutral way and changes nothing else about the event.

20
##### Personal Projects / Re: Secret of Mana, Turbo - Beta 200312
« on: March 18, 2020, 10:28:34 am »
FWIW sometimes I sacrificed high level animations in order to have room to code the low/medium animations, since there is not infinite space in the ROM bank to add new animations. So adding a high level animation may be nontrivial, depending on which spell we're editing. I can't recall if Hellfire was one of the harder ones in this regard or not, though I do recall Freezing Rain required such a tradeoff.

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