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Messages - ChemaROMhacking

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EDIT: I screwed up and gave up Paint Roller's address as Nightmare's; also added Meta Knight's address because he does have AI

ROM addresses:

Nightmare Orb
Paint Roller

The rest can be found using a golden rule of ROM values
For some reason, instead of using multipliers (x1.35, x1.6, x1.8 ) they used 16 bit values that are called depending on the number of players
1= one player only, 2 = two players and so on

Golden rule for: DeDeDe
Golden rule for: Paint Roller, kracko, Heavy Mole and Metaknight (whispy, Nightmare Orb and Nightmare also apply)
Golden rule for: bonkers, phan phan and bugzzy (Sun and mooon also apply)
Golden rule for: Fire Lion
Golden rule for: Mr tick tock
Golden rule for: Wheelie
Golden rule for: Poppy Bros
Golden rule for: Mr Frosty

Motivation: Bosses barely stand a chance to show off what little they got, so I wanted to buff up their pitiful HP
hence why I had no interest of finding their exact addresses
5 times their HP seemed a good value to me except for Nightmare orb (would be unwinnable) and nightmare (would take eons to beat)

For DeDeDe I used 540HP as base with 1.15, 1.2 and 1.25 as multipliers instead of 1.35 1.6 and 1.8 respectively

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: December 26, 2015, 02:38:05 am »
I cam assure you spirit levels don't change back to zero
I have set them to certain levels with AR codes, turn them off and when I get the spirits it shows the values I used on the codes

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: October 10, 2015, 02:43:13 pm »
I remember triggering those 3 usually unseen throws in the mana fortress
They need to be a certain level charged attack while an enemy is pinned down just like the one seen by everyone

Try with the yellow heads or with the book, it was one of those
I seem to notice the throws mostly works against enemies who gain invincibility frames while pinned down
Perhaps the developers planned to give gloves the advantage of being able to inflict damage on such scenario

The ONLY saving grace to this is the fact that they are at least putting this on a real console, albeit a very very niche one. The sad thing is: IF they release it in the other territories, then you KNOW it will be iOS/Android exclusive since the Vita is basically dead in the water.
I don't see what is the issue
I would rather have it on an open platform Android/iOS than in a closed one 3DS/Vita

I am still working on my Egg.
Yet I feel unsure if I should redo the roots or let them be.

In any case, here the eye animated.


Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: September 09, 2015, 01:50:56 pm »
Two new scrolling issues have popped up
1) When Elliot kicks the boy's ass at Potos
2) When Potos' gatekeeper tells you to GTFO

Rest assured, they are not game breaking and the first one results in a more hilarious (The BOY crying "plz stahp" offscreen) and more coherent (you don't see Elliot unnecessarily walk around BOY) scenario; I presume it has to do with the "players now can be farther"

On hard mode, did you create a table where enemies call up new values (HP, attack, etc) or did you apply a multiplier?

BTW, thanks a lot for the spell casting tweaks

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: September 05, 2015, 10:22:48 pm »
I meant swap Dark Force and Evil Gate because:
A) Dark Force shares graphics with Burst and Explosion
B) Dark force slow animation

Sorry for being ambiguous

I suggest you give the "tap to attack, hold to charge" a try
It may delay your attacks early on, but latter on the game you rely more on charged attacks, specially during boss battles and Jock's cave

Thanks for giving each caster a separate instruction, I really appreciate it

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: September 03, 2015, 04:06:31 am »
Well, the swapping has more to do with breaking redundancy than it looking cool
Burst it already a recolor of Explosion, that and the long animation wouldn't be present anymore
Sure you can just swap the damage formulas if it is easier on you considering text editing is not a good idea for now

I would be grateful if you do separate instructions for both characters, just make sure it won't be time consuming, or worse, bring up glitches
If so, the ram address will do nicely

I wanna try a test playthrough focused on multiplayer, teamwork and "character role"
Making scenarios where the boy is on the front line soaking the most damage and distracting dangerous enemies away from the sprite and girl; the sprite on the middle attacking and casting spells when available; and last but not least, having the girl on the back constantly buffing the other two so they don't die on 1~2 hits and healing when needed

From matango onwards only the boy would upgrade the body armor, sprite gets the helmets and girl the armlets

EDIT: confused enemies walk and attack on the opposite direction
For example, zombies and werewolves moonwalk away from you while chobbin hoods and mad mallards moonwalk towards, shooting their projectiles away from you in a desperate attempt to attack you

EDIT 2: Suggestion
Why not make character attack when you release the button?
That way we could go straight to charging weapon instead of having to swing on the air and wait for the stamina % to refill

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: September 03, 2015, 02:54:29 am »
Some suggestions
Swap dark force and evil gate spell animations
Allow snowmen to be hit, making ice saber useful
Change thunder saber cost to 1 MP and let it inflict confusion
Change light saber cost to 2 MP and let it inflict sleep
Change flame saber cost to 3 MP

BTW, is there a ROM address I can edit on a hex editor so I can reduce only the cooldown of spells for the girl?
I wanna try something... Unusual

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 06, 2015, 08:02:52 pm »
Spell casting can crash the game If done under certain circumstances

1. Trying to use a shortcut when that spell belongs to an absent spell caster (i.e. on the desert ship)

2. When interacting with magic orbs, player characters take a neutral stance and player input is disabled for a short period of time, if during that period of time a player successfully casts a spell through a shortcut, the game crashes (Timing is required, but chances of pulling it off exponentially increases when playing with other people and the issue is very similar, if not the exact one, as #3)

3.Use a shortcut during the activation of the mana sword spell (pretty easy to pull off alone by accident)

4.Command a caster to perform a spell while said caster is shaking up a treasure chest
The pureland event at the mana tree issue was fixed, however a new one appeared, now it overscrolls after the "look, the mana tree" dialogue
Added with the aforementioned issues I mentioned on a previous post, bringing back AI teleportation seems to be the best fix for now

on easy mode, 5 second cool down seems reasonable for the girl, however the sprite can chaincast long lasting spells such as lava wave, dark explosion and the overpowered burst
This can be circumvented by:
-Increasing the cool down for sprite spells overall (easiest solution and works)
-Increasing the cool down of certain spells only (Better, but would be a headache to implement)
-Increase the animation speed of spells (Dunno if this is even possible but would be the best solution)
-Shorten some spell animations (choppy but functional)

I noticed that doing either the stong attack or the weak attack it depends on the last input done by the directional pad and the B button
Disabling players from changing the button conficuration would save you a lot of work, else you woukd have to consider every button combination possible

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: August 04, 2015, 12:22:24 pm »
Spell binding glitch
Sometimes when binding a spell to a button, whatever spell was "selected" right when you opened the spirit, that spell will be casted regardless of which shortcut you use

1. Boot up the game (no save states, no reset, no soft reset)
2. Bind defense up on X button (it doesn't matter which button)
3. Now go visit the rest of the GIRL spirits menus once
4. Now try to use any shortcut and the girl will cast any of the sabers or reivifer

on step 3 you can go to the SPRITE's spirits instead to make thing even more clear of what is happening

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: July 30, 2015, 03:59:15 pm »
The somedit blog
While I don't recommend using the editor on its current state, specially in your case due to the many customizations you have done, it is a good to tinker with and the blog itself is a good read
That person digs up some weird stuff from the game

I didn't know there was a somedit forum, gotta check that out

You have been doing a remarkably fast progress, it seems as if you had the source code or something
Keep up the good work

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: July 30, 2015, 02:37:31 pm »
You didn't know about the hidden stats for equipement?
You should check the somedit page, there is some information you might find helpful

Taking off AI teleportation brought soft-locking issues, whenever a character is not on screen, should you trigger a gathering (rope leap, switches, entering a screen-scrolling door)
Also switching characters while one is offscreen, what is displayed doesn't match

On hard mode, did you made enemies more aggressive by increasing the hidden speed/agility stat for each one?
Or did you edit a global value?

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: July 28, 2015, 06:49:29 pm »
Copy casting works as long as you cast before the spirit dissapears or before the projectiles (sabers, fireballs, wind blast, etc) hit the target

For instance try casting missile gem through the ring menu on an enemy then quickly cast healing drop through a shortcut on the boy

For some reason I don't seem to be able to replicate it with 2 shortcut spells, it must be a ring one followed by a shortcut one, however I DO remember being able to do so and that's how I noticed it

Moreover, during my trip on pureland there was a strange glitch that, no matter how fast I tapped the button, whenever I wanted to cast a spell through the ring menu it would always be casted on the boy, the targetting icon (current selected character's head) would only appear for a fraction of a second. Eventually the glitch went away, after beating 3 or so bosses... I think i did reset the game or something
Maybe they are related?

I wish I could provide video footage, saddly I can only play it on my phone since I am always on the go

EDIT: as for the analyze spell targeting chests, that is the only way to disable traps

Edit 2:
If you select a spell through the ring menu and cancel it on targeting mode, no matter which shortcut you use later, the canceled spell is casted instead

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: July 28, 2015, 12:45:36 pm »
@PresidentLeever Spells are binded on the controller/player, not on the character

Some people, including OP, mention this game became harded, while that may be true it is not hard to the point where you need to grind, you just need to use the tools provided that you would otherwise neglect in the vanilla version; Stone saber spell is your best friend, cast it on your main character whenever you can and further on the game having 2 with stone and 1 with fire weapon helps a ton.
Doing the above, charged attack should become a situational tool, you should relly more on regular attacks and lvl 1 attacks

As for those boses that hit hard, the bull and the green lizard come to mind, use the fire bouquet spell, it makes them bearable


Copy Casting
There is a glitch where character A copies the spell of character B should B cast a spell while A is doing so
Some spells seem to have a higher priority over others, depending on the spell itself and the way they were casted (whether from the ring or a shortcut)
-Should the spells have the same priority, the first spell just disappears
-Should the first spell have a higher priority, both spells are casted without any issue
-Should the first spell hav a lower priority, it copies the second one
Spells casted from the ring menu and spells with projectiles seem to be the most vulnerable to copy casting

In pureland, when reaching the mana tree cutscene, the scrolling becomes messed up

When casting spells from the ring menu, you have to quickly tap the spells or it will be casted on the first target (the boy)

You have planned a shared exp for spells, while on paper this reduces grinding, it is a BAD idea for offensive spells
Offensive spells are quite competent at lvl 4 and anything above that is extremely powerful.

I suggest you just make lvl 4 as the starting lvl for Shade, Dryad, Luna and Lumina/Wisp

Analyzed no longer works on chests, making sylphid/jinn the most useless spirit for the girl

Increasing the length of stat up spells at low levels would be nice

Placing savepoints before major bosses would be nice as well

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: July 22, 2015, 12:15:01 am »
I have had a similar, if not the exact, problem and it is related to the magic binding

Try with the start button, but don't be surprised if one of the casters go crazy on the boy just after loading the save file

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: July 21, 2015, 03:20:17 am »
For some reason, an "invisible block" is pressent on both, the v0.3 and the v0.4 that even enemies can't pass through

I don't know if wether a solid object is created or the collision detection gets screwed up on that specific spot

I used save states without changing map; one would assert that the map is loaded when you enter a door thus this is a collission detection issue, but considering the weird surprises this game has shown up, It wouldn't surprise me if the map is constantly being "recreated"

Personal Projects / Re: Secret Of Mana Gameplay Improvement Hack
« on: July 21, 2015, 12:52:06 am »
By stripping off auto dodges from players, it seems you shaked up the damage formula
Now physical attacks from enemies ignore any defense should it hit a player ( at least P1)

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