11 March 2016 - Forum Rules
Started by Queue, January 31, 2019, 06:45:12 PM
QuoteLucid Barrier has "Defense"[...]?
QuoteBlaze Wall also nullify melee attacks?
Quote from: Mr XMy bad if the rebalancing enemies stuff is consideted off topic in your thread Queue, at least for now.
Quote from: hmsongI'm using zsnes v1.51.
set romname=Secret of Mana, Turbo
[SNES] <-- this is a folder> Secret of Mana, Turbo.smc <-- this is the ROM file> Secret of Mana, Turbo.msu <-- this is an empty file> Secret of Mana, Turbo-0.pcm <-- the PCM files are in the same folder as the ROM file> Secret of Mana, Turbo-1.pcm> ...> Secret of Mana, Turbo-58.pcm> Secret of Mana, Turbo-63.pcm
[SNES] <-- this is a folder> Secret of Mana, Turbo.smc <-- this is the ROM file> [Secret of Mana, Turbo.msu] <-- this is a folder named like a file>> Secret of Mana, Turbo-0.pcm <-- the PCM files are within the .msu-named folder>> Secret of Mana, Turbo-1.pcm>> ...>> Secret of Mana, Turbo-58.pcm>> Secret of Mana, Turbo-63.pcm
[ManaBeast_CastSpell_Wall]C2/9424: A92202 LDA #$0222 ;Cast Wall On Self.C2/9427: 801C BRA $9445[ManaBeast_CastSpell_Defender]C2/9429: A90502 LDA #$0205 ;Cast Defender On Self.C2/942C: 8017 BRA $9445[ManaBeast_CastSpell_LunarBoost]C2/942E: A91C02 LDA #$021C ;Cast Lunar Boost On Self.C2/9431: 8012 BRA $9445[ManaBeast_CastSpell_SpeedUp]C2/9433: A90402 LDA #$0204 ;Cast Speed Up On Self.C2/9436: 800D BRA $9445[ManaBeast_CastSpell_LucidBarrier]C2/9438: A92902 LDA #$0229 ;Cast Lucid Barrier On Self.C2/943B: 8008 BRA $9445[ManaBeast_CastSpell_DispelMagic]C2/943D: A92600 LDA #$0026 ;Cast Dispel Magic On Current Target.C2/9440: 8003 BRA $9445[ManaBeast_CastSpell_LucentBeam]C2/9442: A92800 LDA #$0028 ;Cast Lucent Beam On Current Target.
QuoteFrom myself (cringe): "If only there had been enough Shade/Lumina spell slots for both casters, <sigh>...And... "My best guess is that lack of development time, forced Square to abandon putting in 3 more spells for Shade and Lumina."
QuoteFrom your 04:52:32 pm post: "I'm 99% sure the sprite and girl only getting one was an intentional design decision."
Quote from: zoolgremlin on September 17, 2019, 06:31:44 AMMr. X Okay, no worries. About the Bow Orbs, forgive me for asking but... are you sure that you didn't miss an earlier one? Orb Chests are actually programmed to respawn if you have less than the maximum allowed, it depends on the value of an Event Control Flag that increments at various points of the game. The last increment is applied by the cutscene at the end of Pure Land. Even Vanilla had that feature. Can't remember if I ever saw it happen, back when I played on real hardware, but the Internet soon put me straight about the matter. Since you mention the Fire Palace, I assume you're using kethinov's Weapon_Progression patch? If you are, that not only puts more Orb Chests in the game world, it also redefines the value of that EC Flag. That makes the extra Chests spawn if you did get all the previous ones available. If he hadn't done that, the new Chest events would not have worked after patching the game.Hope you have a good one. Cheers!
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