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Personal Projects / Re: Secret of Mana, Turbo - Beta 210915
« on: January 30, 2022, 01:38:20 am »Pretty sure I remember Queue is from Canada.
Fancy seeing you here!

News: 11 March 2016 - Forum Rules
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Pretty sure I remember Queue is from Canada.
I'm curious as to which enemy names you're not a fan of?
Oh, I don't mean those two projects will be combined, I meant in Turbo, if you enable both Relocalized and Reborn, it would use part of each. Currently, Reborn overrides Relocalized entirely if both are set to On.
I understand the confusion, I worded it poorly. Going to edit that post even with clearer wording.
Yes, Reborn overrides VWF_Edition and Relocalized. In the future, Reborn and Relocalized may combine, where event text comes from Reborn, and menu text and combat messages comes from Relocalized.
Hi, long time lurker here. My first experience of SoM was in 1997 and it has been a dear favourite of mine ever since.
I have been following the various enhancement hacks for this game and tried to keep up with the details of all the projects as best as I could. It great to see most of the stuff bundled together in this project. Due to the constant improvements of the patches I have been holding off trying them out so far though, to get a version that is as complete as possible![]()
When going through the checklist in the patching program for Turbo, the amount of content is nothing short of amazing! Bugfixes for old games is always very satisfying to see and quality of life stuff is just fantastic along with the various other features. Still I must state that I'm very fond of the original stamina-system though..
I wanna thank every one involved in this project and all those who still play this magical game.
Looking forward to see where thing may lead in the future with this project and with the new SAP out!
lightninghunter, the music is supposed to stop after defeating the Great Viper. I just did a quick test both vanilla and with Turbo and the music stopped after his defeat. Did you get the Sword Orb message after he was defeated?
lightninghunter, yikes. I found the issue you ran into, and it's not actually new. In fact it's the opposite: it's probably been there since this project started.
Magic will still be overpowered later, wont make much sense to make Wall Face many times more difficult than later bosses, I agree with Queue in that regard.
Original SoM is at fault in that regard, Spikey Tiger is well known as the hardest boss which is fine but you gotta make then upcoming/later bosses just as challenging at very least, if not more, accounting spells, weakness etc.
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.
The Mana Sword upgrade part is optional. Read the README content more closely:
"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."
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.
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.
Edit: Checking vanilla SoM, Sprite's Spear's icon is basically blue, wielded weapon art is basically red.
Kilroy doesn't (and never did) have a chainsaw. The later near clone of him, Kettle Kin, does (and drill legs instead of a wheel), which is restored by Miscellaneous\Restore_Kettle_Kin. It's not tied to Relocalized (and Relocalized had it because I provided it).
It's unfortunately not that straightforward else I would have long ago.
- For practical reasons, the digits have to be tile aligned, so they can only move by increments of 8 pixels
- The area where the attack charge bar shows gets constantly refreshed, so it's non-trivial to draw the digits within that row of tiles
- Putting it above the health looks really really bad
Years ago I had a TV sitting on a table that bowed in the middle, so the screen itself was slightly rotated, and as best as I can figure, over time the magnetic field aligned itself to gravity, so the image wasn't rotated relative to "down" (but was rotated itself relative to the physical screen); then later when it was on a properly flat surface, it took time to unrotate and be level again.
Yeah, I hate graphical glitches like that, but also something I've just never gotten around to dealing with.
Let me know how things fare after trying Freeze. I hate when early-game bosses are harder than late-game bosses in games. Not having Analyzer at that point makes it tough to discover changes of this sort, and that boss in particular has always been a bit of BS due to the hard DPS check. I have in mind a change I'd make, but like most SoM things, on the back burner while I'm working on SAP (link). While that thread hasn't seen an update in a bit, it's been worked on pretty much non-stop since we started, and is currently still consuming almost all of my SoM time.
Lightingthunder: The Wallface now has been changed to Gnome element with one of hmsong's patches (can't remember the name), use Undine spells instead.
I would suggest also to buy a MP restoring item or two, depending how much HP you set up for Bosses/enemies to have (I have it up to 5-6 times and I buy two Magic Walnuts for Wall face).
Reducing the volume does seem tricky. I don't know for certain what would be a reasonable way to do that given the circumstances of how the sound is played. Stuff that crosses my mind is seeing if a volume value can be passed with the sound (which may require a new animation script command), or if the encoded sound data can be modified directly to reduce its volume, or if re-encoding the sound (after reducing volume) is viable.
Regarding the pausing, dang, no extra checkboxes, it should've already been improved: I got it working in higan, which should be the only emulator with even close to real hardware behavior for this specific issue. I want to resolve this though so will see what else I can come up with.
The X button was repurposed for Quality_of_Life\Equip_2nd_Weapon. While I recommend learning how that works, disabling that feature restores vanilla X button behavior.