« on: January 22, 2020, 10:52:21 am »
How about porting the PS1 graphics to SNES?
News: 11 March 2016 - Forum Rules
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
- It's hard to imagine how there could ever be a sequel. With magic ceasing to exist completely, and the world still being in a mostly-ruined state at the end, I don't know what else there would be that could sustain a whole game's worth of plot. Almost certainly for the best to simply leave it there and not try to revisit it. That said, I do wish the ending cutscenes had given some idea what the characters were going to do with themselves afterwards, as FF4 and FF5 did. The scenes of them escaping from the collapsing tower were cute, but this probably would have been a bit more satisfying. Ah well.
I've been mapping out data tables for SoM Vanilla, using HxD to transfer value sets to Wordpad so they can be formatted into a list. Wordpad is probably not the best tool for doing this sort of thing, but I'm gonna Link to what I've done so far, by storing the prototype lists in Google Drive. Lemme know what you think, everyone, is it worth continuing with this for the sake of the project?
Link: Secret of Mana Data Tables (Vanilla)
I know, it would be quite some work to implement such functionality in an emulator (believe me, I would implement it myself right now if I had the skills), but it would make translating games a lot easier, as romhackers would not have problems with having to expand the rom for translated text to fit, having overflows and unexpected bugs, etc, because the rom wouldn't be altered in any way. You're just showing text in an additional layer.
What do you think?
S2b) Changing the "globe" scrolling speed is probably not possible; in that view, rotation is fast because it's using SNES hardware graphics rotation to just spin what is already loaded, but scrolling requires rebuilding the entire "globe" image with each movement step. Because you're scrolling in an arbitrary direction, you can't jsut slide what data is there and add onto the end; you have to throw out the old and load a new image based on the new resulting view location.
1) Changing Manual Block is low on my list of priorities (the topic has come up before as well). I do agree that it's too good, but it does have one significant drawback that seems to be repeatedly overlooked: you can't do anything else while blocking (and there's a little delay when you stop blocking before you can act as well). I don't really care if you can turtle forever if you also can't do anything while you are. While I may eventually add some sort of cooldown after a successful block (the primary option I've been considering), or some form of stamina or health to the blocking, it currently works well enough that I'd rather spend my time working on other things that are incomplete, fun to work on, etc. Your brainstorming is appreciated though and all it takes is for someone to suggest something that piques my interest to get me to take a stab at it.
The soldier in Figaro that says "We sighted Kefka in the area!" is completely wrong, and so I updated it. "If only you could've seen the look on Kefka's face as we sank into the sand! It was a sight to behold!"