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Secret of Mana, Turbo - Beta 230822

Started by Queue, January 31, 2019, 06:45:12 PM

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zoolgremlin

#360
@Mr. X  Okay, so you are using Weapon_Progression.  I just checked the documentation for kethinov's patch, here's the new order of Bow Orbs that it puts into the game:


Quotekethinov:

"Bow upgrades:
1. Wall Face in Pandora.
2. Jabberwocky in Water Palace.
3. Boreal Face in Ice Country.
4. Fire Palace chest. (New! Monster converted.)
5. Northtown Ruins chest.
6. Gorgon Bull in Gold Tower.
7. Kettle Kin in Grand Palace.
8. Snow Dragon in Pure Land."

Hmmm... since the first Orb Chest for the Bow is the Fire Palace one, missing Boreal Face to get that Chest means you were one Orb short of what the game was expecting.  Did you happen to glitch your way to the Chest?  By going up the slope with charge attacks or the glove's straight punch, I mean...
MASTER LINK:  Secret of Mana Information (Vanilla)

"Yes, the Author is indeed a horse!"  <zool>

Mr X

Quote from: zoolgremlin on September 17, 2019, 06:57:13 AM
Mr. X  Okay, so you are using Weapon_Progression.  I just checked the documentation for kethinov's patch, here's the new order of Bow Orbs that it puts into the game:


Hmmm... since the first Orb Chest for the Bow is the Fire Palace one, missing Boreal Face to get that Chest means you were one Orb short of what the game was expecting.  Did you happen to glitch your way to the Chest?  By going up the slope with charge attacks or the glove's straight punch, I mean...

Yup I went up the slope using the glove. I did that previously before too. Got the bow orb there then went for the ice country, I didnt get a second drop. Until now.

zoolgremlin

#362
@Mr. X  Ah, I understand.  By skipping the Boreal Face, you were one Orb short of what the Chest was expecting.  It's coded to keep giving you Bow orbs until you have 4, meaning it should say 3/5 on the Weapon Skill screen.  Or something_else/5, depending on how many times you forged the Bow up to that point.

All Orb chests in the game work the same way.  It's a feature of the game...

When you first get a weapon, it's level is 1, not 0.  So it'll say 1/1 in the menu.  As you get Orbs, the number after the slash-> / increments, up to a maximum of 9.  So... weapon starts at 1, you get enough Orbs to reach 9, meaning each weapon needs 8 Orbs to reach its highest form (top axe, top boomerang, etc.). Do you... follow?   :-[
MASTER LINK:  Secret of Mana Information (Vanilla)

"Yes, the Author is indeed a horse!"  <zool>

hmsong

#363
@Queue

My stomach is feeling much better, so I decided to use your new Spell Data feature to edit the spells.  And let me say...

Thank you so much for making things SO MUCH easier to edit the spells.  Thanks to you, I was able to make Lucent Beam/Dark Force have Acc/Eva down.  In addition, I was able to make Lunar Magic to All Stat Down instead of some random effects.

My next task (I think I already told you this):  Switch, change colors, and edit names of the spells.  I took a look at Herbal Boost patch... and I'm confused.  I can change the name of Herbal Boost, but I have no idea how to change the names of other spells.  Sigh...

So once again, I must ask you for help.  I'm thinking of doing:
- Fire Bouquet (Salamnder) --> Frost Burn (Undine) -- Same graphic as Fire Bouquet, but blue color.  And causes Frost (another underused SE, which admittedly is not-useful SE in the game, since you can't follow up with melee).
- Remedy (Undine) --> Remedy (Salamander) -- Just different color, for now.

I'm thinking of many different ideas (gotta play around with it), but one step at a time.  Besides, if I can do this, I can do the rest (probably).

I can probably change the graphic (err, copy/paste) using:

{10: Fire Bouquet}
D0/2EA8: 8900 BE6A 0000 2D8F 8900 BE6A 0000 2D8F {Gfx}Low
D0/2EB8: 8900 D46A 0000 2D8F 8900 D46A 0000 2D8F {Gfx}Mid
D0/2EC8: 890E D46A 0000 558F 890E D46A 0000 558F {Gfx}High

But changing colors, or modifying names... I honestly don't know.

I'm also taking a look at the codes for Shadow Saber (which is called Evil Saber, for some reason), but I'm still just as lost.  I just suck at recognizing things, don't I...

zoolgremlin

#364
@hmsong  I read your comments about stomach problems, sorry to hear you had to deal with that.   :(

I should've said something way earlier, but glad to hear that you're feeling better.
MASTER LINK:  Secret of Mana Information (Vanilla)

"Yes, the Author is indeed a horse!"  <zool>

Mr X

#365
Blaze Barrier sure came in handy a lot during my playthrough so far, I abused it especially during some areas like the fire palace, ice continent, and pure land, due to the limited equipment it prevents me using the best equipment for all characters. Blaze Barrier all day.

Sure you still take damage from the enemies but you immobilize them for some time while draining their hp.

And I used the Evil Saber a lot also so far. Used the saber the boss is weak against on the Hero -- main physical attacker, Evil Saber on the Girl - unless the boss was an undead type. Kinda felt badfor some of them, I drained their mp sometimes way too fast haha. More useful than I initially thought for sure.

I like it.

hmsong get well soon bro.

What's your take on the herbal boost patch?

hmsong

#366
@zoolgremlin, @Mr X

Thank you.

Also, I bet Beast Zombies in the Mana Fortress (or Grand Palance) are annoying as hell.  You can't touch them, once they activate the Blaze Barrier (you'd lose almost half of your life).

As for Herbal Boost, I like it.  Moon Energy is just too powerful, so it makes sense that it's the last element you get in the game (it also prevents Early Luna from being too OP).  Having said that, I never liked Revive.  I would prefer if Revive (on Luna's side) was just gotten rid of, and instead be replaced with something else.  Something more useful.  Such as "Turn Undead" -- does 999 damage (or 100PWR) ONLY to undead/ghost/morph normal monsters (so you can't use it against Dark Lich).  It's not not very useful if it were just undead/ghost, because there aren't any tough undead/ghost normal enemies (toughest undead monsters is that pink Hound enemy, and the toughest ghost monster is Ghost from Pure Land).  It might be useful against Morph monsters, since those are freaking annoying, what with them always replicating.  I thought about making it powerful against Metallic monsters, but that's way too many.

September 17, 2019, 08:20:33 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Food-for-thought idea:

Make it so that Mimic enemy will ALWAYS drop a treasure chest.  Also, make it so Change Form spell has a possibility of transforming the enemy into Mimic (or only Mimic).  That way, people will have VERY strong incentive of using Change Form spells on enemies (in vanilla, changed-enemies drop the original form's treasure chest).

I don't even know if it's possible to make a certain enemy always drop a chest.

Mr X

Quote from: hmsong on September 17, 2019, 06:42:28 PM
@zoolgremlin, @Mr X

Thank you.

Also, I bet Beast Zombies in the Mana Fortress (or Grand Palance) are annoying as hell.  You can't touch them, once they activate the Blaze Barrier (you'd lose almost half of your life).

As for Herbal Boost, I like it.  Moon Energy is just too powerful, so it makes sense that it's the last element you get in the game (it also prevents Early Luna from being too OP).  Having said that, I never liked Revive.  I would prefer if Revive (on Luna's side) was just gotten rid of, and instead be replaced with something else.  Something more useful.

September 17, 2019, 08:20:33 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Food-for-thought idea:

Make it so that Mimic enemy will ALWAYS drop a treasure chest.  Also, make it so Change Form spell has a possibility of transforming the enemy into Mimic (or only Mimic).  That way, people will have VERY strong incentive of using Change Form spells on enemies (in vanilla, changed-enemies drop the original form's treasure chest).

I don't even know if it's possible to make a certain enemy always drop a chest.

Nah the those Beast Wolves in the Mana fortress cast blaze wall on your party, they dont cast blaze barrier. Tho in the future I expect some enemy or boss be able to do that. Hell Phoenix for example only two spells: Blaze Wall and Blaze Barrier. Fits his name, you can't sinply harm him with physical attacka like that, without dispel.

Yeah the Herbal Boost patch is nice, but Iwont mind the revifier spell tho. All it needs is the fix so that the wall bosses will cast revifier instead of herbal boost with that patch.

In case you are low on money or want to save it for better equioment, mp absorb and revifier could help you mid game if you apply the early luna patch, which I do while oreventing the all powerful moon energy from getting too early. Then once you get Evil Saber even better then the girl will have a mean to restore mp too.

That sounds like a nice idea regarding the mimic box transformation. Tho even without that enemy, in case you really want to farm the weapon orbs in mana fortress, transform became still useful in that regard as to get the final sword orb the only mean to beat that hidden enemy is to use the transform spell.

But I wont mind either way.

hmsong

#368
Does anyone know what vanilla Evil Gate actually does?  I heard that it does 50% of current HP, but usually, it usually does ~33% damage.  At the same time, I've seen it kill enemies too (not in one shot, of course).  If it did 50% of current HP, then it should never kill anything, unless the enemy has 1 HP left.  I don't get how it exactly works.

September 18, 2019, 01:39:50 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

@Mr X

QuoteThat sounds like a nice idea regarding the mimic box transformation. Tho even without that enemy, in case you really want to farm the weapon orbs in mana fortress, transform became still useful in that regard as to get the final sword orb the only mean to beat that hidden enemy is to use the transform spell.

Yes, against that specific enemy, but I was thinking against most enemies.  Typically, you'd end up doing direct spell damage, rather than have them transform.  A lot faster, Esp since Popoi has so many spell options.

Mr X

Quote from: hmsong on September 18, 2019, 01:24:23 AM
Does anyone know what vanilla Evil Gate actually does?  I heard that it does 50% of current HP, but usually, it usually does ~33% damage.  At the same time, I've seen it kill enemies too (not in one shot, of course).  If it did 50% of current HP, then it should never kill anything, unless the enemy has 1 HP left.  I don't get how it exactly works.

September 18, 2019, 01:39:50 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

@Mr X

Yes, against that specific enemy, but I was thinking against most enemies.  Typically, you'd end up doing direct spell damage, rather than have them transform.  A lot faster, Esp since Popoi has so many spell options.

Yup evil gate does damage 50% of current hp, worked on anything but bosses. Of course it never killed any enemy outright unless they had 1 hp left.


I would still refrain from the transform spell always turning an enemy into a mimic box, nut hat that monster be included so that an enemy can be transformed into a mimic box too through some luck, and have them always drop a chest, reminds me of sd3. But how possible that is to implement in SoM I have no idea.

zoolgremlin

#370
@hmsong  In Vanilla, Evil Gate uses a special function to calculate percentile damage like this:

IF <SpellTarget> is Flagged as a Boss, SpellDamage = 1
ELSE SpellDamage = (CurrHP + MaxHP) / 2 / (10-ShadeLevel)

Magic Defence and Magic Block% does not factor into the damage formula, nor does any other factor other than what is shown above.

Damage is capped at 999, as with other damaging spells.  Since it only does 1 against bosses, it will never get close to hitting that cap... so that's alrighty then!   :crazy:

Hope that helps...
MASTER LINK:  Secret of Mana Information (Vanilla)

"Yes, the Author is indeed a horse!"  <zool>

hmsong

#371
@Mr X

Yeah, always having it transform to Mimic Box would be weird.  I think vanilla Change Form can change to 8 of beginning enemies (Rabite, Molebear, Mushboom, Goblin, Green Drop, Lullabud, Water Thug, and Pumpkin Bomb).  Mimic Box can perhaps replace one of them.  But of course, this would only matter if Mimic Box always dropped a treasure chest.

@zoolgremlin

Wow.  Thank you.  Although I don't use Evil Gate (even after the "upgrade", I don't use it due to absurd MP cost), it's still very nice to know.  That thing really sucks.  In vanilla, the max damage it can do is 575, which is against Fiend Head (who has 1150 HP).  That is completely retarded.

Mr X

#372
That is what mp absorb spell is for. You can do up to 999 damage, sure costs a lot of mp, use mp absorb then. Minimum a spell that can do that much damage on a boss should cost a lot, 9 mp minimum imo.

In original tho of course it's a dumb spell, alongside some luna spells too.

Still like the Evil Saber more over the Evil Gate, keeping the evil gate as an additional enemy/boss spell only.

hmsong

I was experimenting with "Dead Status" spell.  It was very interesting.  It made the enemy into a dead sprite (when your character dies, he becomes a ghost, and the same applied to the monster).  Their ghosts were around, and they were trying to attack you, but your characters didnt' react.  You can't even target their ghosts.  Of course, they don't yield exp or anything, and when you leave the screen, they respawn.

Problems: The ghosts can still hurt you with their magic (assuming they have magic).  Also, it one-shots any boss.

Hmm.

Queue

hmsong, neat video, wish I had seen it like 8 months ago; I think everything in it (that's actually a bug) I have already fixed, but if there are any you think I've overlooked, feel free to point them out.

If it's not obvious from Herbal Boost, Shadow Saber, etc. changing spell names and graphics ranges from complicated to extremely complicated.

How to change colors of a spell varies based on the animations the spell uses; if you're lucky, the first byte per row of spell data for graphics controls the palette, but many spell animations ignore or only partially use that value and have palette numbers hardcoded in their animations. There's no easy way for me to streamline this in SSE; you have to look at the spell data to see which animations it uses, go look those animations up in bank 0x11 which there's almost no documentation for, and edit them there.

Changing names gets at least a little complicated due to Turbo supporting vanilla, Proper-caser and Relocalized. I was able to streamline Proper-caser integration (e.g. ^F i^ r^ e^ b^ a^ l^ l^ will automatically handle Proper/UPPER case to match Proper-caser being On/Off), but Relocalized moved around a bunch of text, so you can't just blindly overwrite the vanilla spell names (which would also have space limits of vanilla name length or less).

Evil Saber was the prototype name and I forgot to change the text to the Shadow Saber name I'd settled on. It's updated for the next version.

There's a list of which enemies Change Form results in, which should be trivial to change, at $C8E5F3 (0x08E5F3 as a file offset).
0x00 Rabite
0x02 Mushboom
0x04 Lullabud
0x06 Kid Goblin
0x08 Green Drop
0x0C Water Thug
0x16 Pebbler
0x17 Pumpkin Bomb

Enemies do have individual chest drop chance, but I don't know if Change Form propagates the new monster's drop chance onto the old. If so, setting the Mimic's to max would work, if not, requires a code change. I don't recall if the max value results in 100% chest rate or not.

Mimic drop table entry at $D03B31 (0x103B31), where the first byte, 0x04, should be drop chance, though I'm not positive how this value is used. Setting it to 0xFF should make for an obvious result though.




zoolgremlin, you basically just answered a bunch of questions so I didn't have to. Thanks. =)

Reading your posts, I don't think I saw anything to respond to, but if I overlooked a question, etc. call me on it.




Mr X, Wall bosses using Revivifier is fixed for next version.

While zoolgremlin covered the cause of why you'd get multiple weapon orb chests, I don't have a good answer as to why you specifically saw it there when you're sure it didn't happen at that chest before. I don't think the weapon orb failsafe can trigger when it shouldn't, and it definitely can't fail to work (in a worst case scenario, if you opened the chest and it vanished even when you're one orb short, leaving and re-entering the room would respawn it).

The game doesn't save whether or not you opened a specific weapon orb chest: the weapon orb chests are NPCs whose visibility is tied to the number of weapon orbs you have for the orb type they provide. If they're visible you can interact with them (like talking to a person in town), and if you interact with them, you get 1 weapon orb, which increments the value it uses to decide if its visible or not.

Glad to hear Blaze Barrier and Shadow Saber work in real world testing (and that you seem to be enjoying them!).

The next update will have Engulf damage reduced a bit: at least in my testing, it was proving deadlier than I'd intended (not that being lit on fire wouldn't be deadly, but I'm focused on what's good for gameplay).

Shadow Saber's mana drain amount was scaling up to much higher amounts at high level Shade than I'd intended. I didn't realize exactly what the Saber buff logic was before implementing it, but here's a breakdown:
- remove old saber buff
- set weapon element
- set weapon status effect (if any)
- zero both Mana Magic timers
- saber hit count = (((spell_level / target_count) + 1) * 4)
- saber level = (spell_level / target_count)

I was basing the mana drain on the spell level ((spell_level + 1) / 2, round up), and forgot that at level 8, a saber gets 36 hits. 36 * 5 = 180 mana drain. o_O

Though, that's not quite right: due to a design flaw in the code, saber spells fade on their final hit before applying their effects, so 35 * 5, which is still too much. At level 0 it was supposed to be 4 * 1 = 4 (1 mana less than it costs to cast) but due to that flaw it was only giving 3.

Anyway, fixing that flaw (in the Bug_Fixes section), then applying a new mana draining rule set, puts the amount drained per hit the same, but instead the amount drained is subtracted from the saber hit count. So the total mana drained per saber buff is roughly:
level 0 = 04 in 4 hits (1 per hit)
level 1 = 08 in 8 hits (1 per hit)
level 2 = 12 in 6 hits (2 per hit)
level 3 = 16 in 8 hits (2 per hit)
level 4 = 20 in 7 hits (3 per hit) (21 due to rounding)
level 5 = 24 in 8 hits (3 per hit)
level 6 = 28 in 7 hits (4 per hit)
level 7 = 32 in 8 hits (4 per hit)
level 8 = 36 in 8 hits (5 per hit) (40 due to rounding)
which should be much more reasonable. Wasted or partial drains (due to victim's mana being less than the drain amount) will disrupt those numbers a little. The buff won't last through as many hits, but the mana returned should still feel good on a per-hit basis. At low level, multi-target casting it on the group will likely be the valuable choice, while once Shade is leveled up, single-target casting will be what makes sense (since the multi-target penalty is pretty steep).

zoolgremlin

#375
@hmsong  Regarding the Dead status (0x8000), I have also seen the same thing.  There's code in the game that's designed to prevent anything from either doing damage or recovering HP/MP if they're flagged as Dead.  I can't remember exactly where the code is, but I think it's in Bank 0x00.  Was looking at it yesterday among other things, but then put it aside for later.

As for the Evil Gate thing, it's one of what I like to call "The Big Three" when it comes to useless spells in Vanilla.  The other two being Speed Down and Lunar Magic (Change Form is actually better than I thought, but I always forget to use it).  Great animations and sound effects, but zero use in combat unless you're using the Chain-Spell Exploit to hold a monster in place.  Of "The Big Three", only Speed Down is useful to speedrunners for preventing enemy actions, since it only costs 1MP.  The others cost 8!  <grumble grumble>   >:(

The Chain-Spell Exploit is pretty cheesy.  Except for Spell Level-raising in Vanilla, and doing a speedrun.  I have no interest in becoming a speedrunner, but I have great respect for the skills of those who have.  To each his own...  :)

@Queue  Regarding the answering of other members' questions, no worries!  I didn't put in any questions of my own, since I took a break from writing up tables on Google Docs to study how the ZPS syntax works.  I've had a lot of success doing experimental hex-edits, tweaking things here and there to see what would happen.  That worked pretty well.  But I hadn't yet tried writing a tweak into the ZPS file itself.  Until last night.

I know I'm not supposed to quote large amounts of stuff, but this one's fairly short, soooo... it might be okay.   ;D

Quote
'alter base & derived-stat descriptions on Status Menu Screen
@OFF $C76764
TEXT _ _
@OFF $C76771
TEXT _ _
@OFF $C77A3C
TEXT ^E n d u r a n c e _   'Synonymous with Fortitude, Timbo's version in Reloc.
@OFF $C77A46
TEXT ^W i l l p o w e r _   'Because Intelligence doesn't work that way, except in crappy swords-and-sorcery fiction.  Okay?  -_-
@OFF $C77A50
TEXT ^S p i r i t _ _ _ _   'Neither does Wisdom, come to think of it.  Spirit allows you to withstand magic without being crippled (as much), analogous to
                            'Endurance with physicals.  My 2 cents.  Wait!  Make that 1 cent.  :D
@OFF $C77A65
TEXT ^H i t % _ _ _ _ _ _   'No space between Hit and %, unnecessary.
@OFF $C77A6F
TEXT ^D e f e n c e _ _ _   'Non-American English version of Defense, probably out-of-date now.  Hehe... '^~^
@OFF $C77A79
TEXT ^E v a d e % _ _ _ _   'No space between Evade and %, also not needed.
@OFF $C77A83
TEXT ^M a g . _ ^D e f . _  'Don't really need Magic fully spelled-out.  It's called "overkill".  -~-

I added that to the Tangled_Up_Bugfix section as an experiment, and to my amazement it worked.  Had no luck adding it in its own section, so obviously I'm not a ROMhacker or ZPS whiz kid yet, but that at least was a step forward for me.  You're all welcome to use this if you like, it was just a little tweak to the Status Menu Screen.  Which is a mess in Vanilla.  Timbo's Relocalized already does something similiar, so that's another option...   :D

As Mr. X pointed out, Blaze Barrier and Shadow Saber work as intended.  I noticed an odd bug with Lunar Magic when using [Spell_System_Extensions], but it's very hard to explain.  Had to try casting it over and over to see everything that could happen, since LM has the whole "1 out of 8 random magic effects" bull**** going on.

I believe you wanted to know if all Vanilla behaviour for spells was preserved in your latest release.  But I'll come back for the full explanation a bit later... going to have another look at the bug to remind myself.  Lunar Magic seems to be the only spell affected by this, so it's not that concerning.  Back soon...  :thumbsup:
MASTER LINK:  Secret of Mana Information (Vanilla)

"Yes, the Author is indeed a horse!"  <zool>

hmsong

#376
@Queue

I see.  It's too bad that I can't just move around the spells.  Sigh.  I guess I'll have to experiment to see.  I'm not sure what it is that I can do.  Oh boy.

Thank you for telling me the monster codes for those 8 monsters (for the Change Form), and where to change things.  Any idea what the codes are for other monsters?  I'd love to know, so I can replace them for the Change Form.  I can have fun with that.

You said, "Mimic drop table entry at $D03B31 (0x103B31)".  Thank you.  Could you post all drop percentage codes for all monsters?  I'd love to try to manipulate drop percentage, but I need to test it on a monster that's easy to find/spawn (most likely Rabite).  It's a bit difficult to try that on Mimic, since he's difficult to find (I have to find a Shapeshifter, and wait around until he spawns a Mimic).

What do you think about my idea about changing Revive spell to Turn Undead?  It does 999 damage (or whatever HP the original Revive restores) on undead/ghost.  Same animation as Revive.  Not exactly the most useful spell, but more useful than Revive, I think.  Of course, you should leave Wall Face with the NPC Revive (as you did with Blaze Wall and Evil Gate).  It can work against Dark Lich, so... questionable.  Of course, using Primm's precious MP on Dark Lich isn't the best idea (esp if you applied Harder Final Boss patch), since her only way to obtain MP is through Faerie Walnut/Coconut (even Shadow Saber won't work, since Dark Lich reverses MP absorb, and Mana Beast is immune to anything that's not Mana Magic).

As for the bugs on that video that wasn't implemented in your package... I think you didn't do these, but maybe I'm wrong (they're all very minor).
1. Disappearing Rudolf (5:08)
2. Revisit Potos (6:08)
3. Revisit Moon Palace dark room (6:58)
4. Infinite money (8:28)

Btw, when I used the original Relocalized patch, I noticed that the cannon travel near Potos still offers Gaia Navel when you get access to Upper Land (in vanilla, Gaia Navel gets replaced with Upper Land).  Can you can make it so that it offers both? (along with Water Temple route)  Or maybe I didn't apply something from your patch?

Either that, or make the Goblin Village have access to Gaia Navel overland (ex: left exit for Gaia Navel, and right exit for the original exit).  That way, players can have sort of shortcut from/to Gaia Navel.  It's not like you have access to Goblin Village before having access to Gaia Navel anyways, so it shouldn't mess with the plot line.  And it would make sense, since Gaia Navel cave has lots of goblins.

zoolgremlin

#377
@hmsong  I can answer the question about monster ID codes for the Change Form table, at least.  Here's a Link:

#####Monster and Boss Data Table#####




In each section of the table, there's a legend that shows the ID number for each monster in sequence (in hex, so 0x00, 0x01, etc.).  I haven't entered the ones for bosses yet, as I'm not sure they have IDs that are checked by the system.  By the way, if you enter the values for Shadow X1/X2/X3, they don't do anything.  EDIT:  Boss IDs added, they do have them.  So bugger me for failing to recognize that...  :-[

Hope that helps... there will be more tables in the Drive folder I made, at some later date.

As for the infinite money cheat, I'm pretty sure that's fixed by [No_Blats_To_Sell], in the BugFixes section of the ZPS.  The other weird stuff doesn't really harm anything, so I'm not sure why the Remake team saw it fit to change those...  :huh:

Nor would leaving them in make the Remake version any worse.  I just... don't understand what Square Enix is ever thinking.  And I mean precisely that.  EVER...

Best not to think about it, unless you find it hilarious.  I switch back and forth between laughing out loud, and ranting out loud.  Amused and angry, in other words.   ::)




Yes, I have the Remake on Steam.    :laugh:

That's very interesting, what you say about the original Relocalized patch.  I never used it so didn't know about that.  (EDIT:  Well actually, I did, but I didn't explore it in depth, so didn't know much about it.  Maybe later...)

Your idea about the Goblin Village is quite intriguing, I must say.

EDIT:  @Queue  Forgot to mention I'm loving that Shadow Saber icon.   :woot!:
MASTER LINK:  Secret of Mana Information (Vanilla)

"Yes, the Author is indeed a horse!"  <zool>

hmsong

#378
@zoolgremlin

Thank you for that table.  I will use it well.  Really well.

It doesn't list the percentage of monster drop though (well, you already insinuated that).  Having said that, I can probably make an educated guess, thanks to your table and Queue's "Mimic drop table entry at $D03B31 (0x103B31)".  So thank you.

Thank you for your positive response to my Goblin Village idea.  I shall continue to post my ideas here.

zoolgremlin

#379
@hmsong  I did?  Hmmm, didn't mean to do that.   :-[

I'm gonna get to writing it up eventually, but just quickly:  Yes, the monster drop table is in a different section of the ROM.  I just checked and the Mimic's drop table entry is indeed at the address Queue specified.  If you'd like to examine it closer, the full table goes from:  $D03A50 (0x103A50) to $D03BF3 (0x103BF3).  Only monsters have drop values.  Bosses, the Crystal Orb placeholder, and the Treasure Chest placeholder do not.  The last five values are the ones for Master Ninja.

Happy digging!   :D
MASTER LINK:  Secret of Mana Information (Vanilla)

"Yes, the Author is indeed a horse!"  <zool>