11 March 2016 - Forum Rules
Started by Queue, January 31, 2019, 06:45:12 PM
Quote from: hmsong- How do I put "Speed Down" on Lucent Beam without the tangle effect? In short, accuracy/evasion down (slow recharge not necessary). I don't want to put "tangle" effect, since that doesn't make sense for Lucent Beam.
Quote from: hmsong- Do you think it's possible to make Burst to make it cost HP instead of MP? I can make it cost 0MP, but I have no idea how to make the user damage himself.
Quote from: hmsong- Can you increase the damage of "Ticks" of Poison and Engulf? 1HP is so tiny. Maybe have it damage 1% per tick (round down, min 1HP) per tick, and for longer duration? That way, it's a LOT more threatening (and therefore use the Herb/Remedy more frequently).
Quote from: hmsongAnd Engulf would disable attack/spells while ticking away the HP (this allows movements, which I think was what it was supposed to be).
Quote from: Queue on September 10, 2019, 04:36:07 PMBug_Fixes\Overcharge_Fix by Mop seems to be what's causing the charge reset when hit by spells. Its mechanism for trying to prevent weapon overcharging is to reset charge level under certain circumstances to prevent the exploit, and I guess a side effect is it also resets when a spell hits a character.
QuoteEdit: Fun fact: Apparently Acid Storm has the status effect value for poison set, but the function it calls doesn't apply status effects, so the value isn't used.
QuoteRegarding the Stardust Herb, I was actually the person who wrote the code for the Stardust Herb for Timbo, but I wasn't aware he had released it yet. Is it bundled with Relocalized? (I haven't actually played Relocalized yet, so I wouldn't know.) If so, yeah, it could be released as a standalone hack, since that's how I developed it originally. I have an early version IPS of it in my private files that is fully functional but lacks the graphic Timbo created for it. That's the version he based the final version off of. Though again, even though I helped Timbo with the coding, I'm not a big fan of the concept of the Stardust Herb, so this isn't something I would consider a big priority on my (very long) to do list. You might be able to persuade him or possibly Queue to extract the finalized version from Relocalized and release a standalone version though. Queue has already extracted a handful of things from Relocalized to offer standalone versions.
Quote from: zoolgremlin on September 10, 2019, 05:49:01 PMAaaand... I'm back. Hadn't even gotten halfway with testing for the gauge-reset thing, but ah well...It does make sense that [Overcharge_Fix] would be the origin, given the nature of what it's fixing. If the only side effect is resetting the charge/stamina gauges, that's not so bad an effect. Looked at another way, it might make the use of Dryad's Wall spell more enticing, if Wall circumvents the reset. I think I will check that.By the way, Queue, the only other thing in the topic that I've seen you request feedback on is the [New_Game_Plus] feature you created. Admittedly, I haven't messed around much with that yet, but I'm going to eventually. The game definitely restarts okay after picking the "repeats..." option. And the Rabites were able to hurt the Boy even with the top-tier armor. Can't argue with results like that.Is there any other feature you would like me to test for bugs/glitches, etc.? I guess I should ask while you're here... EDIT: The thing about Acid Storm was mentioned by Regrs way back when, and I saw the bit for Poison in the spell data table that HHS posted on TASVideos. Still a fun fact to me, though. Link to GameFAQs page where Regrs wowed everyone (33 pages, unfortunately...):More speculation on deleted content
Quote from: Queue on September 09, 2019, 04:18:16 PMThat's how the game's sound engine was designed. The Super Nintendo has 8 sound channels. Most games divide them up so that say, 4 channels are used for music and 4 for sounds (or 5 and 3, 6 and 2, etc.). Secret of Mana allows music to use all 8 channels with the caveat that sounds can temporarily steal some of those channels (to emit sound effects) which means parts of the music cut out while sound effects are playing. This let them make fancier music, since they weren't limiting themselves to the more typical less-than-8 channels for music. Unfortunately, some songs have important parts of their melody on channels most likely to be overridden by sounds.I included Mop's Audio\SFX_Channel_Limit hack (Off by default) which restricts how much music can be overridden by sounds, but it's not a cure-all.
Quote from: zoolgremlin on September 09, 2019, 05:18:27 PM@SpiffSpoo From HHS on TASVideos, I have info about which status effects are incompatible with each other. I will check to make sure it's all correct later on, but here's the info about that (copy/paste from the TAS forum):- Petrify removes slow, tangled, sleep, freeze, stop, barrel and burning, and halves HP every time status changes- Freeze removes slow, tangled, sleep, stop, barrel, poison and burning- Sleep removes slow, tangled and barrel- Tangled removes slow, tangled and barrel- Moogle removes stop, barrel, transform, poison and burning- Freeze, petrify and mini remove transform- Transform removes slow, tangled, confuse, stop, barrel, poison and burning- Tangled, sleep, freeze, petrify, stop, poison, burning remove barrel- Burning removes stop, barrel and poison- Freeze, petrify, transform and moogle remove poisonSo using your example of engulf&snowman, (which is listed as burning&freeze respectively, above), an enemy could indeed be inflicted with both at the same time, since neither of them cancel out the other. (Sure fine design Square, you dopefishes! ) Whereas Petrify and Freeze can't coexist because Petrify removes Freeze. Not that there would be much use to that example, it's just to demonstrate how the logic of status effects works in the code (at least apparently...?).I forgot to check whether Poison and Sleep could coexist before trying it with Sleep Flower earlier, only checking after it actually worked.Link to the TASVideos page I pulled the info from: TASVideos Discussion: Secret of Mana (page 18 of 30)The posts aren't numbered, but HHS' info is very close to the top, it starts off with, "Here are some various things that I've found out."Hope all that helps... now back to my experimenting and reading. Whew!
QuoteQuote from: hmsong How do I "check" that? Table? If you're talking about hex 11, then yes that's Blaze Wall, but I don't really know where you got EBE5.Oh, uhm, so this is where a hex editor (like HxD, https://mh-nexus.de/en/hxd/) comes in. I totally forgot to cover that. The reason I specified all of those file offsets even though that's not the format the ZPS patcher uses for addresses was to make looking in the ROM file with a hex editor easier. Using a hex editor (there are many hex editors, I just linked to one I know is good), open a Secret of Mana ROM (ideally in read-only mode so you don't accidentally make changes), and go to the file offset 0x08E801 (which is usually listed on the left side of most hex editor's UIs) either by scrolling down, or using the hex editor's "Goto..." function (often which uses the keyboard shortcut Ctrl+G).
@OFF Spell.List.Earth_SlideADR.16 SSE.Func.Detrimental.Damage@OFF %Spell.Data.Earth_Slide%*%RAW Spell.Target.EnemiesRAW Spell.Stat.NoneRAW Spell.Power.DefaultRAW Spell.Accuracy.DefaultRAW Spell.Element.GnomeADR.16 Spell.Effect.NoneRAW 03 ' mana cost
@OFF %Spell.Data.Thunder_Saber%Effect%ADR.16 Spell.Effect.Confuse
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