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Messages - lightninghunter

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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!   ;D

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Personal Projects / Re: Secret of Mana, Turbo - Beta 210131
« on: February 01, 2021, 02:50:50 pm »
I'm curious as to which enemy names you're not a fan of?

I can't point out any individual monster names as I only tried it once a while back, but basically I am just a purist when it comes to monster names. Even if someone changes it to more closely match the original translation, I still almost always prefer the originals.  The story is the exception, because a stronger story is usually only ever a good thing!

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Personal Projects / Re: Secret of Mana, Turbo - Beta 210131
« on: February 01, 2021, 02:19:17 pm »
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.

Ah, no problem!  :)

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Personal Projects / Re: Secret of Mana, Turbo - Beta 210131
« on: February 01, 2021, 02:11:08 pm »
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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.

I don't meant to stir up the plan, but I am personally in favor of them being separate.  I currently have relocalized disabled, but was planning on enabling Reborn. This is simply because I like the idea of a better written story, but do not like the new names of enemies, Elementals, and especially not "Lucre" instead of "GP"!

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Personal Projects / Re: Secret of Mana, Turbo - Beta 210107
« on: January 08, 2021, 12:31:46 pm »
I had to stop playing SOM for a good month there due to work, family, and the holidays - but now that I am slowing down I have the urge to continue my playthrough.  However, now I am seeing all this new content, so I just might have to start my playthrough all over again!  I am curious to see the new storyline with Reborn.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201204
« on: December 09, 2020, 02:42:27 pm »
Can't wait to check out those new graphics, Queue. Unfortunately, I haven't gotten to play SOM for weeks now, as work and life have been busy. I will eventually get back into my playthrough though!

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201117
« on: November 25, 2020, 01:10:33 pm »
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!

Hey there, I was pretty much in the same boat as you (SOM fan since it came out), and I also had been watching this hack and waiting for it to become a bit more stable before playing it. However, I realized this patch is more of a compilation of works rather than just a single hack, and in that regard, it may never be "completed" per say. There are always hacks and patches being made for SOM, and any one of them could be added to this collection down the road. I would recommend playing this now, because there is more than enough (stable) content to make SOM feel like a completely fresh experience. Anything else added down the road will just be icing on the cake. It is actually better that you familiarize yourself with all the content now, so that later when new stuff is added, you can decide if you want to use it or not.

There might be a few small bugs depending on how many patches you apply, but if you report them to Queue, he is very quick at fixing them! :)

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201110
« on: November 11, 2020, 01:11:00 pm »
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?

I did actually get the Sword Orb message, and I got the orb itself (I know for sure, because I upgraded my sword to the Claymore).  What is interesting is that the victory music didn't play and my characters didn't celebrate. When the snake died, there was merely an explosion sound (the snake turned red and blew up), but there was no screen flash with the usual disintegration effect.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201105
« on: November 11, 2020, 03:17:36 am »
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.

Looks like it is fixed! I equipped the boy with the spear again and used the midge mallet about a dozen times (to test things), and nothing went wrong. I did notice that the boss music kept playing after I defeated the Viper, and didn't stop until I talked to flammie. If this was intended and/or vanilla behavior, then no big deal; just thought I would mention it.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201104
« on: November 05, 2020, 03:40:35 am »
Just now in my playthrough(using 201104), the game started majorly freaking out while I was fighting the viper in Matango. I haven't been able to replicate it, but I didn't have much time to try tonight, either. The boy had a spear equipped, and while in the midst of a lot of action, I used the midge mallet to un-shrink myself, and the boy started flying around the screen and even off the screen using spear attacks while flashing crazy colors. I couldn't control the boy anymore and had to shut off the game.  I got a video that I will upload to youtube tomorrow. Not sure if this is from one of the latest fixes or not!

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201103
« on: November 04, 2020, 09:29:50 pm »
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.

Actually, I was thinking of requesting a hack that reduces the magic power of all the characters and/or elementals (possibly even cut it in half). With the settings I currently have, SOM is quite a bit harder thanks to the quick enemies, the 1.5x HP amount, and the "only one type of each equipment" hack. The only part of the game that is still too easy is the overpowered magic, even with the magic recharge time. Thanks to the new Wall Face hack, the game would be beatable with reduced magic damage. SOM would be pretty well balanced for us experienced players with less magic damage. What would be really nice is a magic stat modifier option like with the enemy stat modifiers...

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201030
« on: November 03, 2020, 12:22:07 am »
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."

Hmm, well maybe it would be a good alternative to the "No Missing Orbs" patch in that case.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201030
« on: November 02, 2020, 10:03:22 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.

The level 8 weapons progression patch looks like just a variant of the "No Missing Orbs" hack.  Instead of finding the orbs earlier in the game, you find them at the underground city. It also looks like it adds the Mana sword (orb 9) to the Mana tree sequence, which conflicts with the "farmable sword orb" hack included with turbo. I am personally curious to see what that hack does with the unused monster in the Mana fortress and all.

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201030
« on: November 02, 2020, 06:33:53 pm »
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.

I saw that hack in the list, but I unchecked it because I don't actually like the idea of obtaining all 9 orbs before reaching the Mana fortress. Believe it or not, I actually enjoy spending time farming for the 9th orb of each weapon in the fortress. I do like the "no missing orb" fix though, because farming for two axe orbs and two glove orbs is too extreme, even for me!

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201030
« on: November 02, 2020, 02:49:56 am »
Great job on the new MP location, Queue. I definitely like that position better than the last one below the bar.  It also no longer reminds me that my CRT is getting old and lopsided. Lol.

I am slowly progressing through the game (taking me a while, since life is busy). I have a few more questions/requests. I noticed there is no option with the MSU patch to replace the Dancing beasts (track 22) echo version.  I read somewhere this is its own track rather than merely an echo effect, so I would think it could have an option to be replaced with an MSU file (I could be wrong). As it is now, the echo version is merely a quieter version of the MSU-22 track I have set. I know it's only with one screen in the cave, but I sure miss the original echo version of Dancing beasts!

Also, I feel like I have discovered one too many axe and glove orbs in my playthrough. I have the "no missing orb" patch applied, which I understand adds a missing axe and glove orb. However, my axe at moogle village is at level 4 (I upgraded straight from 2 to 4, and didn't even use 3), and my glove is also at 4. Meanwhile, my Javelin is still at level 2, and the rest of my weapons at 3. The axe in particular seems way too overpowered at this point of the game. Perhaps the 3rd Javelin orb could be found at Moogle village instead of the axe orb, and have the axe orb found in the chest at Matango (swap the Javelin and Axe orbs)? That might be more balanced.

Anyway, having a lot of fun with this hack so far!

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201029
« on: October 30, 2020, 01:46:04 am »
Edit: Checking vanilla SoM, Sprite's Spear's icon is basically blue, wielded weapon art is basically red.

Hmm, interesting. I always remember having a blue spear, but maybe it wasn't the Sprite's spear that was blue? I'm sure I just never noticed before, and I'm sure my memory switched something.

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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).

Thanks for clearing that up.  I knew there were two Kilroy style bosses, but for some reason I thought it was Kilroy modified by the Relocalized patch. Well, thanks for providing this patch. Can't wait to encounter Kettle Kin now! :)

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201024
« on: October 27, 2020, 06:09:22 pm »
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

Yeah, I understand. I can't ask you to fix something that very few people will encounter!  After all, how many of us are left that have real hardware and a CRT?  xD

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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.

Lol, I don't know why my TV has that issue, but it could just be age.  I checked with a level, and the surface is perfectly even.  The TV itself has been moved so many times, it probably has structural issues if I had to guess...

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Yeah, I hate graphical glitches like that, but also something I've just never gotten around to dealing with.

Nothing has been game-breaking by any means, so you really don't need to fix it. If anything, I actually found it amusing. :P

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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.

I should be able to attempt the boss again tonight.  I'll edit my post at that time and let you know if I succeed with Undine.

October 28, 2020, 03:30:57 am - (Auto Merged - Double Posts are not allowed before 7 days.)


Got a chance to play quite a bit more tonight! I am really enjoying all the new features so far. Some of my favorites are:
-Day/Night Cycle - those mornings and evenings are beautiful!
-Ability to have original tracks alongside an MSU track and/or an alt MSU track
-Palette change of characters with new clothes
-Monster stat HP modifiers - for tougher to kill monsters
-Only one piece of each equipment at a time - this turned out way cooler than I expected!
-Magic recharge time - this should have been an original feature!

I also like lots of the smaller features such as opening treasure chests faster, charging weapons a bit quicker, being able to change direction running, having an alt-weapon equipped, and more.

Anyway, I managed to beat the Wall Face boss using Undine, although I barely won in the nick of time. I was around level 13 with Undine at Level 2, and I used two Faerie Walnuts. The boss wouldn't actually be hard if it wasn't for the 15 seconds you get for the "push of death" sequence to cause over 1,000 damage (I can't imagine if I had HP modifiers set to x2 instead of x1.5).

I also think I have encountered a few minor bugs:
-A woman inside Pandora's castle (after defeating Wall Face) says nothing.  If you enter the castle and go up, she is immediately to the right. Can't remember if she said nothing in the original game or not.
-The Sprite's Spear (LV3 Spear) appears Red while equipped even though the Ring menu shows it as blue. I only noticed because the Sprite's Spear was always one of my favorites with the nice blue color.

Is there an option to bring back Kilroy's Chainsaw? I know it's probably included in the Relocalized patch, but I actually prefer the classic names and don't want to enable it. I didn't see an option to get the Chainsaw Kilroy by itself!

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201024
« on: October 27, 2020, 10:34:05 am »
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).

Ahhhh, I did not expect that! I will try Undine, thanks. I guess I need to unlearn years of programming with this game! And yes, I have 3 Walnuts, but they do no good. As I described above, the only time you can kill the center eye is when he is pushing you to the spikes.  At that time, you have 15 seconds to kill him before you die. I have chain-casting disabled with about a 4-second magic recharge time with my setup, so I only have time to cast maybe 4-5 spells during the "push of death" sequence (only one walnut needed for that). Undine just might do the trick though!

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201024
« on: October 25, 2020, 07:58:41 pm »
Great job on the new release, Queue! I am really enjoying the MSU alternate tracks. I wasn't quite sold on a lot of the Secret of Mana remake tracks, and the other MSU packs out there have only a few good tracks here and there.  I compiled my own edition with some of the alternate tracks being original tracks that I just couldn't part with (tracks like "Into the thick of it" can never be replaced by an MSU track, imo).

So far, the pause feature works flawlessly on my real hardware, but I will continue testing and let you know if I come across any bugs!

October 26, 2020, 01:48:33 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Can I request an option for the available MP to be moved up? I play on an old CRT screen (the best way to play old games!), but CRTs don't always display things perfectly even...  In my case, the MP numbers are cut off, especially for the Sprite. I thought I remember reading the description in the ZPS patcher that this might happen (although I can't find it now), and it certainly does in my case! I wouldn't actually mind if the MP numbers cut slightly into the weapon recharging bars to fix this issue. This option could be unchecked by default and only available for CRT players like me.  Here is a screenshot:

https://i.imgur.com/TMMSJpy.jpg

By the way, you can have lots of fun with Balloon thanks to the new AI system in which they always follow you... I slept at Neko's Inn while the girl still had a Balloon over her head, and the animation got very funky. Lol. Don't know how this could be fixed or if it even needs to be fixed (I haven't had any bad effects besides graphical errors from this). Just thought I would mention it. :P

Edit: The setup I am using with SOM Turbo seems to make the Wall Face boss impossible to beat. I thought I remember Earth Slide doing 300+ damage in the original game, but for some reason it only does about 80-85 in the Turbo edition. I also have Enemy Stat modifiers set to 150%, which has been perfect for all the other bosses. For Wall Face, once you kill the left and right eyes, the Wall crushes you to death, and there is no way you can do 1,000+ damage that quickly. There is also no way you can kill the center eye with the left and right eyes alive, because they heal the center eye 150+ every 10 seconds or so (more than the damage I can dish out). Weapons also only do about 10-60 damage charged up, if they even hit at all. Wall Face will probably be the only difficult boss to beat, thanks to the elimination of chain-casting, the lower damage caused by Earth Slide, the higher HP of the boss, and the instant death when the wall crushes you. Is there any way this can be tweaked to be easier? I don't want to grind 5 levels, then have the rest of the game be too easy!

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Personal Projects / Re: Secret of Mana, Turbo - Beta 201020
« on: October 22, 2020, 11:41:57 am »
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.

I did notice that whenever there is only one goblin on screen, the snoring seems ok for the most part.  I think the main issue is when there is more than one (although not as bad as before). I'm not sure if reducing the volume will actually stop the sound distortion or not, so I'm not sure how much time you really want to spend on this!

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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.

I guess this is one of those cases in which emulators just don't behave the same!  If you want me to test the pause issue before another release, feel free to PM me a test version, and I'd be happy to launch it on my Sd2snes.

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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.

Aha!  I wondered if there was some feature I missed.  I did go through each and every checkbox and read the descriptions individually when I first patched my ROM, but there are so many features that I have forgotten a few.

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