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Author Topic: Arcana - Seal of Rimsala! (SNES)  (Read 118684 times)

Sarah Shinespark

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #120 on: May 14, 2019, 12:14:13 am »
Sorry this comes a bit late, but had a chance to play the game through the Icicle Cave on hardware with no ill effects or torn textures.  (Well, nothing obvious at least ;*))
So far the only noticeable bug was the aforementioned "of" on the title screen borrowing the highlight color from "new game".

Can't understate how excellent your work is.
Editing the script improved the story remarkably, but new dialogs are languid in a useful way.  It's remarkable how much of a difference well-presented common dialog makes.  After all, you're going to see battle text and level up dialog hundreds of times.
Ahh, I'm so excited to hear that! When I graduate I planned on rewarding myself with a SNESC, and really hoped it would work on there.

Thanks so much! I really try to get everything just right. Still hard to believe they had separate lines for everyone's dodge and critical hits but they went with the same text 9 times.

Shade Aurion

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #121 on: May 14, 2019, 12:18:01 am »
Oh nice! This sounds like a vastly better experience than the original. Well done!  :beer:

Vanya

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #122 on: May 14, 2019, 08:10:48 am »
Can't wait to try this out!
Arcana is one of those games I never got a chance to play much of.

Cureless

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #123 on: May 16, 2019, 08:16:54 pm »
I made an account just to thank you for all the work you did on Arcana. This game holds such a special place in my heart as I actually used to rent it from a local video store when I was a kid, so it’s nice to be able to play it in a fashion that’s as close to the original as possible.

I’m almost finished with Balnia Temple, so I’m not that far, but all the changes I’ve seen so far have been awesome!

Thanks again for doing this. :)

Zoinkity

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #124 on: May 17, 2019, 12:20:48 am »
Can't speak for a SNESC, but runs splendidly on an archaic Super UFO ;*)

Dzumeister

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #125 on: July 27, 2019, 04:07:40 pm »
Can't speak for a SNESC, but runs splendidly on an archaic Super UFO ;*)

So far it works great on my SNES Classic!  :laugh: Thanks for all of the QOL updates you included; they make this game much more tolerable to play in 2019.  :woot!:

I made a quick boxart for anyone who wants to use this on their own SNESC or other emulator.

free sluffy

Sarah Shinespark

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #126 on: July 29, 2019, 11:47:01 am »
Nice! I grabbed one with the Japanese art using the box art search; think it was this one by WarlockTank.



I should do my own version with the recolored title splash and subtitle.

PersianImm0rtal

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #127 on: September 26, 2019, 11:49:25 pm »
Love reading all the comments and hearing all the love for this game. It really is a gem of a game! And the improvement makes it a top 20 or 30 snes game in my opinion! Right up there with all the heavy hitter mustt plays on the SNES  ;D

Sarah Shinespark

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #128 on: October 15, 2019, 12:49:08 am »
Aw, that really warms my heart  :)

I've been debating making a parody "second quest" mod of this, but I probably won't make a serious attempt until the map format can be de/recompressed. I would love to mess with the game on a level-editor tier, but I'd need some help. I *think* exhal is supposed to work with Arcana, but after returning the recompressed data I have no idea how to update whatever pointers are involved so the game will... load at all  :huh: So far unsure if the maps just look like RLE or if I'm not using exhal correctly. Been awhile since I touched anything >.>

Sarah Shinespark

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #129 on: November 08, 2019, 08:03:54 am »
So last night I made some *super cute* Windows icons <3 I'm bundling them in the next release. Dropping Flee's MP cost and revamping some treasure chests. It'll be after I add a new feature to the healer's shop  :thumbsup:

travel27

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #130 on: November 08, 2019, 12:16:36 pm »
"make this game much more tolerable to play in 2019."
Since when was the game "intolerable" to play?

Oh nice! This sounds like a vastly better experience than the original. Well done!  :beer:
The original was fine.

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #131 on: November 08, 2019, 12:36:39 pm »
I like how you cherry pick a line and leave out the context. Very cool.

Sarah Shinespark

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #132 on: November 08, 2019, 01:02:25 pm »
This mod *exists* because I found fault with the original game. Defending it here is...

...well it's not forbidden, but it's out of place. You're wondering when the game was intolerable, but you haven't read anything about players getting fed up with the slow movement speed and high encounter rate that this mod addresses. If they quit on account of those issues then they found the game intolerable.

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #133 on: November 08, 2019, 02:32:03 pm »
He doesn't even say "intolerable", but says that the added QOL featrues make the game much more tolerable to play in 2019, which they do.

Red Soul

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #134 on: November 08, 2019, 04:01:28 pm »
I'm thankful this mod exists, because it consistently addressed every annoyance I have/had with it.
If only every RPG got such a nice QoL treatment.

Sarah Shinespark

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Re: Arcana - Seal of Rimsala! (SNES) ~ Fixing gfx bug, then release
« Reply #135 on: November 08, 2019, 05:05:40 pm »
I'm thankful this mod exists, because it consistently addressed every annoyance I have/had with it.
If only every RPG got such a nice QoL treatment.
Well it's the only one I've put my hands in  :laugh: Thanks for the kind words! Got at least one more QoL change coming, once I finish researching how to do it.

Sarah Shinespark

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Re: Arcana - Seal of Rimsala! (SNES)
« Reply #136 on: November 26, 2019, 04:58:32 pm »
So I made some research breakthroughs today :)
While tracking down the code turning out-of-battle spells gray, I identified 3 more fields for spells: Out-of-battle use, single/multi-target, and accuracy. For WHATEVER REASON, of the 4 elements Smash 1/2/3 has almost perfect accuracy. Guess it's harder to dodge rocks than lightning... someone should tell Tidus.  :beer:

Sarah Shinespark

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Re: Arcana - Seal of Rimsala! (SNES)
« Reply #137 on: April 12, 2020, 11:18:57 am »
Back from hiatus  :angel:
Got a balance patch almost ready, mostly normalizing spell accuracy.

New discoveries:
-Weapons have their own critical hit rates
-Hit/Crit section of damage formula decyphered
-Monsters have all stats and even "equipment" stats, although these are sometimes just values for a lookup table
-Shields have a 2nd stat for magic defense.
-Mapped out a ton of subroutines, like multiplication and division
« Last Edit: April 12, 2020, 11:27:56 am by Sarah Shinespark »

torha

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Re: Arcana - Seal of Rimsala! (SNES)
« Reply #138 on: April 19, 2020, 12:14:26 am »
Hi, there!

Read about your work on the news and wandered in here (and saw the other thread about the graphics stuff).

Really want to find time to replay this classic game from ways back then, but I did sample up to Dungeon 1 and the changes are well. Amazing! Checked the vanilla game and that is a far difference.


I do have some experience with asm but not much time. Even less so now with the crummy virus. :grumble:


But I do have a few observations coding wise.

1. Graphics decompression runs through here
Code: [Select]
808766 phd                    A:0010 X:c9e0 Y:e000 S:1feb D:1e00 DB:7e NvmxdIzc V: 91 H:1034 F:27
808767 pha                    A:0010 X:c9e0 Y:e000 S:1fe9 D:1e00 DB:7e NvmxdIzc V: 91 H:1064 F:27
808768 tdc                    A:0010 X:c9e0 Y:e000 S:1fe7 D:1e00 DB:7e NvmxdIzc V: 91 H:1094 F:27
808769 sec                    A:1e00 X:c9e0 Y:e000 S:1fe7 D:1e00 DB:7e nvmxdIzc V: 91 H:1108 F:27
80876a sbc #$0008             A:1e00 X:c9e0 Y:e000 S:1fe7 D:1e00 DB:7e nvmxdIzC V: 91 H:1152 F:27
80876d tcd                    A:1df8 X:c9e0 Y:e000 S:1fe7 D:1e00 DB:7e nvmxdIzC V: 91 H:1176 F:27
80876e pla                    A:1df8 X:c9e0 Y:e000 S:1fe7 D:1df8 DB:7e nvmxdIzC V: 91 H:1190 F:27
80876f php                    A:0010 X:c9e0 Y:e000 S:1fe9 D:1df8 DB:7e nvmxdIzC V: 91 H:1226 F:27
808770 sep #$20               A:0010 X:c9e0 Y:e000 S:1fe8 D:1df8 DB:7e nvmxdIzC V: 91 H:1248 F:27
808772 sta $02       [001dfa] A:0010 X:c9e0 Y:e000 S:1fe8 D:1df8 DB:7e nvMxdIzC V: 91 H:1270 F:27
808774 stx $00       [001df8] A:0010 X:c9e0 Y:e000 S:1fe8 D:1df8 DB:7e nvMxdIzC V: 91 H:1300 F:27
808776 sty $05       [001dfd] A:0010 X:c9e0 Y:e000 S:1fe8 D:1df8 DB:7e nvMxdIzC V: 91 H:1338 F:27
808778 tyx                    A:0010 X:c9e0 Y:e000 S:1fe8 D:1df8 DB:7e nvMxdIzC V: 92 H:  12 F:27

Tip 1: 00-02 = 24-bit rom pointer. It's using SlowROM banks! That could be a modest gain.


Tip 2: I've read the decruncher math. It's ugly. The fastrom replacement code to speed it up is.. hard to understand also! :lol:


To summarize, something like this from what I'm reading:

rom to ram:
00-1f = 8-bit copy
20-3f = 8-bit rle
40-5f = 16-bit rle
60-7f = 8-bit rle+1

ram to ram:
80-9f = 8-bit copy forward
a0-bf = 8-bit reverse flip
c0-df = 8-bit copy reverse

special flag:
e0-ff = 16-bit run lengths

Writing a cruncher program would seem less fun to do.


edit: And then I read the comments. A genius already did the master work. That's a lot of HAL games covered!
https://github.com/devinacker/exhal/blob/master/compress.c


Tip 3: I was watching the vram in dungeon walking mode. It runs slow because it decompresses the dungeon tiles every frame. It'd be much faster if you expanded LoROM to 2MB and threw the raw tiles in there. Maybe battle monster sprites too.

I also have to wonder if the decrunch routine could be sped up further. Not all paths have been reworked to use dma helpers.


Well good fortune to you and your project!

(The new script is great so far. Would it help to expand the ROM and put in a "re-translation" of some type? For full unleashed creativity of what could have been? You definitely have the Midas touch for this game)

cospefogo

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Re: Arcana - Seal of Rimsala! (SNES)
« Reply #139 on: April 19, 2020, 07:10:40 am »
Question:

Is there a way (or a alternative side patch) to change the game regular text font? Perhaps replacing with some font with better readability?

Thanks!
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