11 March 2016 - Forum Rules
Started by dejan07, September 22, 2017, 05:34:03 PM
Quote from: Shade Aurion on April 26, 2019, 11:22:05 PMSecret of Evermore deserves a lot more love hack-wise TBH. Not just in button swaps and scroll hacks (though both would be fine and appreciated additions) but some quality of life stuff like merchants who sell finite alchemy ingredients, each kind of gear including those unobtainable, call beads, etc Maybe increasing the max item limit too and maybe making the drop off in levels after 40 less staggering, perhaps by decreasing the amount of exp required. I dunno, I felt Evermore was highly underrated. The guy that composed Skyrim's soundtrack did Secret of Evermore's ffs but people were just too butthurt that it wasn't Secret of Mana 2. It's sad.
QuoteAny chance of Secret of Evermore getting a hack to globally swap the A and B Buttons? Because I know you can swap Attack and Run in the field, but menus will still use the B Button to confirm and the A Button to cancel. It's maddening when every other RPG I've played uses the inverse...
Quote from: Bregalad on April 11, 2020, 05:21:01 PMI have the same request. Although you can eventually get used to it. After all for most Sony game they made O accept and X cancel in japan, but reversed it in the western world. So if you're used to western releases of playstation games you can get used to Evermore control.SoM allows to swap the buttons and saves it, SoE you need to swap them every time you load a saved game (that is, if you don't use savestates obviously).
Quote from: vivify93 on April 11, 2020, 10:23:44 PMmziab has us covered. https://www.romhacking.net/hacks/4580/
Quote- Apply this patch only to a headered "Secret of Evermore (USA).smc" with the following specifications: Hashes: CRC32 - 8229628D MD5 - 6BD8AC9CBF2408883D9E2E5793E8C5B4 SHA1 - 3C0A372C0734B8C77CB79C90AFAEF543C68B2262
Quote from: millanzarreta on April 26, 2019, 04:50:16 AMI revive this old thread with some new information, maybe it could be useful to someone.- Offsets of Margins in the different ROMs:Code Select Expand USA, Spain, French, Germany, EuropeLeft -> 0x108EC0, 0x108EC5, 0x108EC5, 0x108EC5, 0x108EC5Right -> 0x108EC7, 0x108ECC, 0x108ECC, 0x108ECC, 0x108ECCUp -> 0x108ECE, 0x108ED3, 0x108ED3, 0x108ED3, 0x108ED3Down -> 0x108ED5, 0x108EDA, 0x108EDA, 0x108EDA, 0x108EDA- Original Values:Code Select ExpandL -> 0x48R -> 0x48U -> 0x68D -> 0x38- This margin values are loaded in memory in these addresses (all ROMs):Code Select ExpandL -> 0x7E240FR -> 0x7E2411U -> 0x7E2413D -> 0x7E2415- Known margin value limits (upper values trigger a "screen shake bug"):Code Select Expand· General enviroment:0x80 -> Left and Right0x6F -> Upper and Down· [Scripter movement] Entering Fire Eyes hut first time:0x80 -> Left and Right0x6F -> Upper0x54 -> Down· [Scripter movement] Transition entering final boss area:0x80 -> Left and Right0x6F -> Upper0x38 -> DownA small gif with the "screen shake bug" here if someone wants to see it.I have not done more tests in other scenarios (only in this pair), but at the moment the most global, adjusted and safer value is 80-80-6F-38 (L-R-U-D), but I need do more exhaustive tests to confirm this. Unfortunately, when the "screen shake bug" starts this doesn't end until other map screen is loaded. In a normal scenario, a 80-80-6F-6F is the most adjusted value that don't triggers the bug, but in other special cases (as some scripted movements) this bug is triggered for these values. I have tested the minimum values that can be established for some of these special cases, such as when you enter the Fire Eyes hut for the first time or when you enter the final game boss room. At the moment it seems that the only value that causes problems in this cases is the inferior margin (but as I have already commented, to affirm this I would need do more tests), and the worst problem is that this value cannot be modified upper the original 0x38 value (with 0x39 value the "screen shake bug" is triggered at least in one of these cases).The ideal solution would be find a way to prevent the screen from shaking, or at least, get it to stop shaking without the need to leave the area to force a new map to be loaded (for example, executing some fix-function periodically or something similar, I don't know...).This is all, I will try to continue investigating how to solve this....
USA, Spain, French, Germany, EuropeLeft -> 0x108EC0, 0x108EC5, 0x108EC5, 0x108EC5, 0x108EC5Right -> 0x108EC7, 0x108ECC, 0x108ECC, 0x108ECC, 0x108ECCUp -> 0x108ECE, 0x108ED3, 0x108ED3, 0x108ED3, 0x108ED3Down -> 0x108ED5, 0x108EDA, 0x108EDA, 0x108EDA, 0x108EDA
L -> 0x48R -> 0x48U -> 0x68D -> 0x38
L -> 0x7E240FR -> 0x7E2411U -> 0x7E2413D -> 0x7E2415
· General enviroment:0x80 -> Left and Right0x6F -> Upper and Down· [Scripter movement] Entering Fire Eyes hut first time:0x80 -> Left and Right0x6F -> Upper0x54 -> Down· [Scripter movement] Transition entering final boss area:0x80 -> Left and Right0x6F -> Upper0x38 -> Down
Quote from: vivify93 on January 01, 2021, 12:59:59 AMi helped him develop the patch (testing and submission basically) and i was the one who ensured it was compatible with assassin's patches. i play SoE with the button swap + assassin's patches, in fact. it's fine. just combine the patches using an ntsc-u rom and start a new game.
Advanced Patch Conflict Finder v1.0 by 1337|<37C|-|3|25 patches scanned, 4 conflicts found2 patches in conflict - marked with (*)249 areas of memory affectedList of patches:Bazooka-Two-U.ips (*)LEVEL-U.IPSsoe_us_bal_1_1_header.ips (*)SpdTim-U.ipsStaDie-U.ips0x0DA721 - 0x0DA724 (2) Bazooka-Two-U.ips soe_us_bal_1_1_header.ips0x0DA9D7 - 0x0DA9DA (2) Bazooka-Two-U.ips soe_us_bal_1_1_header.ips0x0EA69D - 0x0EA6A0 (2) Bazooka-Two-U.ips soe_us_bal_1_1_header.ips0x0F8257 - 0x0F827D (2) Bazooka-Two-U.ips soe_us_bal_1_1_header.ips
Quoteall of my patches should coexist with each other.for detecting patch conflicts generally, i recommend mblock129's/Zephyr's Patch Conflict Finder (command line):http://www.romhacking.net/utilities/1268/or Leet Sketcher's Advanced Patch Conflict Finder (GUI):https://www.romhacking.net/utilities/1386/as for ninakoru's Balance Patch, he already includes 3 of my bugfixes (see Readme). as for the other 4:1) Overeager Speed timer fix is super simple, and should combine with anything.2) Unsaved stat boosts fix is more complex, but i don't think he edits the same area, so it'll probably be fine.3) i suspect Erratic Levelling fix will work; ninakoru says it doesn't.so i see two steps you can take:a. test the patches together, and be an appreciated Guinea pig.ORb. Erratic Levelling actually fixes two bugs. one fix is very simple, and the other complex, with the latter also relocating the former's edit. if you want to implement only the simple one, i can get back to you with the lone byte to change in a hex editor.to follow up on that, change this instruction:Code Select Expand8F/82F6: 30 04 BMI $82FCto this:Code Select Expand8F/82F6: 90 04 BCC $82FCso in a headered ROM, you're editing file offset F84F6h.4) as for Death-defying Stat Boosts fix, ninakoru actually implemented his own fix for this (see #2 in his Readme). so no need to apply mine; i don't recall whether the two patches outright conflict, though. now, my fix should behave better in more circumstances, as my Readme explains. however, barring hypothetical hacks, his should be more than good enough.----note that #1, 2, and 4 hadn't been released when the Balance Patch was last updated, which mostly explains their absence.
8F/82F6: 30 04 BMI $82FC
8F/82F6: 90 04 BCC $82FC
108ebf a9 48 00 LDA #$0x48 =>LAB_108ebf+1 West 108ec2 8f 0f 24 7e STA !>$DAT_7e240f 108ec6 a9 48 00 LDA #$0x48 =>LAB_108ec6+1 East 108ec9 8f 11 24 7e STA !>$DAT_7e2411 108ecd a9 68 00 LDA #$0x68 =>LAB_108ecd+1 North 108ed0 8f 13 24 7e STA !>$DAT_7e2413 108ed4 a9 38 00 LDA #$0x38 =>LAB_108ed4+1 South 108ed7 8f 15 24 7e STA !>$DAT_7e2415
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