11 March 2016 - Forum Rules
Started by Queue, January 31, 2019, 06:45:12 PM
' Rabite --> Goblin Guard@OFF $C8E5F3RAW 0B' Mushboom --> Dark Funk@OFF $C8E5F4RAW 0F' Lullabud --> Zombie@OFF $C8E5F5RAW 12' Kid Goblin --> Nemesis Owl@OFF $C8E5F6RAW 15' Green Drop --> Pumpkin Bomb@OFF $C8E5F7RAW 17' Water Thug --> Evil Sword@OFF $C8E5F8RAW 21' Pebbler --> Weepy Eye@OFF $C8E5F9RAW 33' Pumpkin Bomb --> Shellblast@OFF $C8E5FARAW 34' Mimic Box type = Fish/Plant -> Insect/Metal@OFF $D02127RAW 04' Weepy Eye type = Fish/Plant -> Insect/Metal@OFF $D021D5RAW 04' Mimic Drop-Percentage to 100%@OFF $D03B31RAW 64
Quotein ZSNES's sound options menu, do you have sampling rate set to 44100HZ? If it's slow, it might be set to 32000HZ (which might be the ZSNES default? I forget). If that's not it, and you just don't like the tempo of the remake's music, you could set the sampling rate to 48000HZ in settings and the music will play fast, but you may think it's too fast then.
QuoteThe tough part with Remedy and how my, uhm, let's call it "invertable targeting" works at the moment, is there would have to be no valid ally target, which would mean adding code so that Remedy won't target an ally unless they have a status effect that needs curing (not that that's a bad idea, just it's not zero work to add that check) before it could target enemies. OR making the spell target enemies by default and only usable on allies once there are no enemies.
ADR.16 MAGIC_TIME_LONG ' Earth SlideADR.16 MAGIC_TIME_MEDIUM ' Gem MissileADR.16 MAGIC_TIME_SHORT ' Speed DownADR.16 MAGIC_TIME_SHORT ' Mud SaberADR.16 MAGIC_TIME_SHORT ' Speed UpADR.16 MAGIC_TIME_SHORT ' DefenderADR.16 MAGIC_TIME_MEDIUM ' Freeze, assuming this is powered downADR.16 MAGIC_TIME_LONG ' Acid StormADR.16 MAGIC_TIME_LONG ' Energy AbsorbADR.16 MAGIC_TIME_SHORT ' Ice SaberADR.16 MAGIC_TIME_MEDIUM ' RemedyADR.16 MAGIC_TIME_LONG ' Cure WaterADR.16 MAGIC_TIME_MEDIUM ' FireballADR.16 MAGIC_TIME_LONG ' ExploderADR.16 MAGIC_TIME_LONG ' Lava WaveADR.16 MAGIC_TIME_SHORT ' Flame SaberADR.16 MAGIC_TIME_LONG ' Fire BouquetADR.16 MAGIC_TIME_MEDIUM ' Inferno BarrierADR.16 MAGIC_TIME_MEDIUM ' Air BlastADR.16 MAGIC_TIME_LONG ' ThunderboltADR.16 MAGIC_TIME_MEDIUM ' SilenceADR.16 MAGIC_TIME_SHORT ' Thunder SaberADR.16 MAGIC_TIME_MEDIUM ' BalloonADR.16 MAGIC_TIME_SHORT ' AnalyzerADR.16 MAGIC_TIME_MEDIUM ' Change FormADR.16 MAGIC_TIME_LONG ' MP AbsorbADR.16 MAGIC_TIME_LONG ' Lunar MagicADR.16 MAGIC_TIME_SHORT ' Moon SaberADR.16 MAGIC_TIME_SHORT ' Lunar BoostADR.16 MAGIC_TIME_LONG ' Turn UndeadADR.16 MAGIC_TIME_MEDIUM ' Sleep FlowerADR.16 MAGIC_TIME_LONG ' BurstADR.16 MAGIC_TIME_SHORT ' Mana MagicADR.16 MAGIC_TIME_SHORT ' Herbal Boost <- short, only because it "resets" the timerADR.16 MAGIC_TIME_MEDIUM ' WallADR.16 MAGIC_TIME_SHORT ' Mana MagicADR.16 MAGIC_TIME_SHORT ' Shadow SaberADR.16 MAGIC_TIME_LONG ' Dark ForceADR.16 MAGIC_TIME_MEDIUM ' Dispel MagicADR.16 MAGIC_TIME_SHORT ' Light SaberADR.16 MAGIC_TIME_LONG ' Lucent BeamADR.16 MAGIC_TIME_MEDIUM ' Lucid Barrier
QuoteAlso, I was reading up on some of the Mana wiki, and it reminded me about Black Rabite. It might have been kinda cool to have that Sword Farm monster be Black Rabite than a snowman (same melee immunity and duplication, plus scary melee attacks). But that's just my own opinion. Maybe replace Fireball with Dark Force, since Dark Force is only used by two enemies -- Lime Slime and Dark Lich.
QuoteVampire Lord (Buffy, lol) does use dark force too if you are talking just about bosses. hmsongFrom enemy mobs I've seen the dark knight use it as well, but I can't remember if the head enemy in mana fortress did it too.
Quote from: zoolgremlin on September 21, 2019, 06:23:17 AM@hmsong :That's a neat idea with Fear opposing Mire. It would be good for the monster data sets to have an extra byte, or maybe just 2-4 bits, used for new status defects that are defined elsewhere in the ROM. But that might require moving the entire monster stat table somewhere else in the ROM, and then separating each monster set by 1 byte to make room for a 30th 8-bit address per monster, to be used as status-defect flags. Unless the data sets have an unused byte or nibble, which could be used for the same purpose. In the former case, it's possible, but would take some forward-planning and a fair bit of time to reallocate data, and redefine what it's used for. The other option is to change an existing status defect into the Fear defect. Would have to really think about which is more desirable, as well as easiest to implement.
Quote from: zoolgremlin on September 21, 2019, 05:44:52 AM@Mr. X You're absolutely right. Fierce Head in the Dark Palace can cast Dark Force LV 5, and Fiend Head in the Fortress can cast it at LV 7. But as with Mimic Box's Lunar Magic, it's possible they don't stay alive long enough for their AI-roulette to select that option.I only just now remembered, having not played the game that far through while bugtesting and hex-editing. I'm supposed to have tried New Game Plus to give feedback on it to Queue, but that I still haven't done yet. Lava Wave from the monsters would also be far more dangerous if it caused Petrify, which I think hmsong proposed a while back. Hee hee, yikes... @Queue Yes, the three Gigaseseses (lol) are indeed flagged as Ghosts. I first found out the hard way when Magic Absorb got reversed on me, back in the Vanilla days.By the way, I'm curious as to why you think your own [New_Game_Plus] feature needs work to make it "not suck". It seems fine to me... apart from the graphical glitch with the Option Event Message, at the end of a first playthrough ("But time flows like a river... and history <OPTION 1: repeats...> <OPTION 2: then ends...>".I like what you did there...
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