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Author Topic: Secret of Mana, Turbo - Beta 191205  (Read 131787 times)

Mr X

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #800 on: October 26, 2019, 02:17:37 am »
Queue I think lowering Fire Gigas spell power should be more than enough. Lowert his spell ower to the point that he can't one shot any of your characters at full hp if he casts a spell single target. I think that would be fair.

zoolgremlin

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #801 on: October 26, 2019, 03:02:39 am »
hmsong:  Okay!  You probably know that I haven't fully started documenting enemy AI in Google Drive yet, but I've decided on the system of documentation to use.  Wolf Lord is as good a start as any...  :)

EDIT:  There will be a separate sub-folder in "Secret of Mana Information (Vanilla)" for Monsters, and one for Bosses.  Each Monster or Boss will have their own short AI-Document within the appropriate sub-folder.

For now at least, I can tell you that Wolf Lord's AI in Vanilla makes him cast Cure Water at less than or equal to 1000 current HP remaining.  It may have been intended to be 100, as regrs once suggested.  If you increase his maximum HP to greater than 1000HP in the Monster And Boss Stat Data Table (in section [001025:10] onwards), that will work just fine with his AI as-is.  I'll point out the bug in his AI-routine later on, once I start the first Document in GDrive.

So in Vanilla, his max HP is 280, just had to double-check that.  If you use the Turbo menu, or kethinov's standalone patch, to apply a HP multiplier of at least x4, that will put Wolf Lord's starting HP high enough to not spam Cure Water straightaway, like a big fluffy dopehead!   :laugh:

In my recent playthrough to get enough savestates for quicker testing and experimenting, I was using the x7 multiplier for both Monsters and Bosses.  That might be a bit too extreme for many players, though.  Not sure how people in general feel about that.  :D
« Last Edit: October 26, 2019, 04:29:34 am by zoolgremlin »
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Mr X

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #802 on: October 26, 2019, 03:21:29 am »
I think all fortress enemies should have over 1000 hp, in turbo that still isn't enough since you can hit wolf lord for example continously immobilizing enemies like them, so it doesn't matter even if you give them 2000 hp, but still 280 HP is trash for a frotress enemy.

hmsong

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #803 on: October 26, 2019, 03:41:01 am »
@zoolgremlin, @Mr X

Yikes.  I was thinking ~500, not freaking 1000.  That'll take forever to kill a regular enemy, and that can get REALLY boring fast.  Besides, having so many 1000+ enemies will throw off the balance way too much.  I'm not into that.  500 was the typical HP of regular enemies in that area (Dark Stalker, Metal Crab, etc).  What's more, their DEF is much higher than other typical enemies.

Having said that, some of Pure Land monsters had 600+ HP.

I'll just make it ~600, and everyone can use HP multipliers to make all enemies have higher HP.  I think that'll satisfy people who want easier time, and those who want harder time.

Too bad I can't adjust Wolf Lord's AI (do you know how?).  But I'm not going to make default Wolf Lord HP to over 1000.  Sigh...

So far, I have:

Goblin Lord MP   18 --> 25
Pumpkin Bomb MP   04 --> 05
Werewolf MP   06 --> 10
Captain Duck MP   22 --> 36
Dark Ninja MP   22 --> 30
Dark Knight HP   200 --> 300
Fierce Head HP   308 --> 400
Tsunami HP   388 --> 500
Metal Crab HP   533 --> 600
Wolf Lord HP   280 --> 700
Terminator HP   300 --> 500
Master Ninja HP   400 --> 600
Whimper HP   230 --> 400

Spring Beaks HP   720 --> 1000
Metal Mantis HP   1220 --> 1500
Fire Gigas MP   66 --> 99
Snap Dragon HP   1215 --> 3000
Snap Dragon MP   06 --> 30
Bite Lizard MP   06 --> 12
Mech Rider 2 HP   1258 --> 2600
Mech Rider 3 MP   38 --> 66
Kettle Kin HP   1230 --> 3000
« Last Edit: October 26, 2019, 04:28:39 am by hmsong »

Mr X

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #804 on: October 26, 2019, 03:46:54 am »
In turbo I can kill enemies at 2x hp in seconds. At 500 HP I still destroy the wolf lord, and I am quite low leveled when I reach the mana fortress (somewhere around level 45). This needs more thinking I would say.

zoolgremlin

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #805 on: October 26, 2019, 05:00:24 am »
@Mr. X  Hmmm... yes, it might.  I was thinking about that sort of thing, even while doing other work in "MeatSpace".  Hehe... what a goofy term!  But I like it...  :D

@hmsong:  Your list of tweaks seems generally OK to me.  For example, with Captain Duck it makes sense to up his MP, so he can cast Hellfire three times at least.  As we know, if using that mod, Hellfire replaces Exploder.  The spell he'd be using otherwise, that only costs 4.

With the issue about HP alteration, I'm using my experimental mods to increase the weapon and spell damage done by everything in the game, which might be the only thing that justifies using a x7 multiplier on enemy HP.  Hehe...

With the Wolf Lord AI-script, I can already debug the Cure Water subroutine.  Here it is, from the Vanilla ROM (thanks to Enker, regrs and zhaDe):

Spoiler:
Sub: Check For Current HP(D09E48) :
D09E48:  BD 80 02 "E8 03" 88    | |  if ( Self.HP <= 03E8 <1000 in decimal> ) , else Jump +09 { D09E56 }
        | |  {
D09E4E:  C4                     | |      SpellTarget = Self
D09E4F:  E9 08 0B               |?|      CastSpell ( 08 ?, Spell ID: 0B <Cure Water>)
D09E52:  C0                     | |      SpellTarget = None
D09E53:  E3 00 3C               | |      Play Animation ( #00, 3C )
        | |  }
D09E56:  00                     | |  EndSub

My edits are in bold.

The two bytes between the quotation marks (" ") determine the current HP value being checked, for casting Cure Water.  In Little-Endian order, E8 03 is equivalent to 1000 in decimal, when read as a 16-bit value.

If eg. you changed the two values to "64 00", in that order, Wolf Lord would only try to cast Cure Water at less than or equal to 100HP remaining.

As far as I can tell, that's the only part that needs changing, to fix the bug.  You can make those two bytes whatever 16-bit value you like, so long as his maximum HP is greater than the value you set here.   :)
« Last Edit: November 15, 2019, 10:41:43 am by zoolgremlin »
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hmsong

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #806 on: October 26, 2019, 05:30:45 am »
@zoolgremlin

GENIUS!!  That'll solve everything!

teahouser

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #807 on: October 26, 2019, 06:53:24 am »
I'm currently using 7x enemy and boss HP for my new game plus playthrough and really enjoying it.
« Last Edit: October 26, 2019, 07:00:58 am by teahouser »

hmsong

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #808 on: October 26, 2019, 08:12:16 am »
@Queue

Okay, here's an update to [Enemy_Type_And_Element_Changes].  I got rid of Blat and Metal Mantis changes (back to the original), and made Polter Chair into NE, Silktail to Light, Steamed Crab into Air element, and Whimper into Dryad element:

Quote
Change List:
- Enemy      - From      - To
Eye Spy      Water      None
Polter Chair    Dryad      None
Silktail    None      Light
Steamed Crab    None      Air
Chess Knight   Dryad      Luna
Robin Foot   None      Fire
Tomato Man   Fire      None
Mystic Book   None      Light
Mad Mallard   Human      Animal/Bird
Mimic Box   Plant/Fish      Dragon
Ghost      Dark      Light
Weepy Eye   Plant/Fish      Insect/Solid
Imp      Dark      Fire
Metal Crab   None      Air
Eggplant Man   None      Light
Captain Duck   Human      Animal/Bird
Captain Duck   None      Fire
Whimper      Light      Dryad
Wolf Lord      Dark      Luna
Mantis Ant   Earth      None
Wall Face      Air      Earth
Jabberwocky   Slime/Lizard   Dragon
Snap Dragon   Dragon      Slime/Lizard
Lime Slime   Water      Dark
Hydra      Slime/Lizard   Dragon
Hexas      None      Luna
Dragon Worm   Dragon      Slime/Lizard
Mana Beast   None      All element

Code: [Select]
' Eye Spy (Water --> None)
@OFF $D01CDA
RAW 00

' Polter Chair (Dryad --> None)
@OFF $D01D88
RAW 00

' Silktail (None --> Light)
@OFF $D01E53
RAW 20

' Steamed Crab (None --> Air)
@OFF $D01EC7
RAW 02

' Chess Knight (Dryad --> Luna)
@OFF $D01EE4
RAW 40

' Robin Foot (None --> Fire)
@OFF $D01F3B
RAW 08

' Tomato Man (Fire --> None)
@OFF $D01FE9
RAW 00

' Mystic Book (None --> Light)
@OFF $D02006
RAW 20

' Mad Mallard (Human --> Animal/Bird)
@OFF $D0203F
RAW 08

' Mimic Box (Plant/Fish --> Dragon)
@OFF $D02127
RAW 80

' Ghost (Dark --> Light)
@OFF $D0217F
RAW 20

' Weepy Eye (Plant/Fish --> Insect/Solid)
@OFF $D021D5
RAW 04

' Imp (Dark --> Fire)
@OFF $D0224A
RAW 08

' Metal Crab (None --> Air)
@OFF $D022F8
RAW 02

' Eggplant Man (None --> Light)
@OFF $D0234F
RAW 20

' Captain Duck (Human --> Animal/Bird)
@OFF $D0236B
RAW 08

' Captain Duck (None --> Fire)
@OFF $D0236C
RAW 08

' Whimper (Light --> Dryad)
@OFF $D02454
RAW 80

' Wolf Lord (Dark --> Luna)
@OFF $D0251F
RAW 40

' Mantis Ant (Earth --> None)
@OFF $D025EA
RAW 00

' Wall Face (Air --> Earth)
@OFF $D02607
RAW 01

' Jabberwocky (Slime/Lizard --> Dragon)
@OFF $D0267A
RAW 80

' Snap Dragon (Dragon --> Slime/Lizard)
@OFF $D026D1
RAW 10

' Lime Slime (Water --> Dark)
@OFF $D02811
RAW 10

' Hydra (Slime/Lizard --> Dragon)
@OFF $D02867
RAW 80

' Hexas (None --> Luna)
@OFF $D028A2
RAW 40

' Dragon Worm (Dragon --> Slime/Lizard)
@OFF $D029FD
RAW 10

' Mana Beast (None --> All element)
@OFF $D02A72
RAW FF

I'll post the [Enemy Stat and Behavior Changes] section soon.  Still in the testing phase.



@zoolgremlin

Holy crap, your collection of document is getting quite intensive.  Very much appreciated.
« Last Edit: October 26, 2019, 10:48:57 am by hmsong »

kethinov

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #809 on: October 26, 2019, 03:36:46 pm »
Regarding your [Turtles on Turtle Shell Isle], the Ghouls actually spawn in vanilla -- After you enter the Northtown Ruins, just exit, and you'll see them (maybe they spawn after leaving the Phanna scene?).

I just tested this on a vanilla ROM and I can't reproduce it... I started at a save just before going to the ruins. Went, did the Phanna event. No Ghouls. Entered the ruins, exited immediately after. No Ghouls. Are you sure?

Also, any idea which specific address contains the new Dust Flare LV3 animation color is at? (the one Queue found)

No idea.

For your Hellfire patch, perhaps you can make all enemies with Exploder spell have more MP.  I know you have "Harder Enemies" patch, but I'm talking about the default that comes with Hellfire patch.  You know, for people who use Hellfire, but don't use Harder Enemies patch.

I'll add that to my todo list.

If someone can list all enemies (non-bosses) with Exploder spell, I'd appreciate it.  I know there are 5 enemies with that spell.  I only know 2:

1. Imp
2. Captain Duck

I just traced it. Looks like 6:

- Bomb Bee
- Imp
- Captain Duck
- Fierce Head
- Fiend Head
- Master Ninja

Mr X

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #810 on: October 26, 2019, 03:39:55 pm »
I think Ghouls are spawn in the northtown ruins outside after you get the sword orb there.

kethinov

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #811 on: October 26, 2019, 03:45:53 pm »
Ah, you're right! Just confirmed it. In all my years playing this game, I had never seen that before. The sword orb is pretty deep in the ruins. I've never felt it worth it to turn around and leave, then redo half the ruins just to forge the sword before fighting the bosses. I bet a lot of players don't know that Ghouls will spawn there if you leave halfway through level...

Updated Hellfire to include a companion hack that increases MP of just the enemies which cast Hellfire: https://www.romhacking.net/hacks/4681/

Also updated Turtles on Turtle Shell Isle to explain the removal of the Ghouls. No code changes, just more README content.
« Last Edit: October 26, 2019, 06:28:12 pm by kethinov »

Mr X

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #812 on: October 26, 2019, 03:49:02 pm »
Ah, you're right! Just confirmed it. In all my years playing this game, I had never seen that before. The sword orb is pretty deep in the ruins. I've never felt it worth it to turn around and leave, then redo half the ruins just to forge the sword before fighting the bosses. I bet a lot of players don't know that Ghouls will spawn there if you leave halfway through level...

As a kid I was dumb to believe the weapons like excalibur and bow of hope were truly effective against undead. So yeah I did some things you could say, and sometimes I just left after beating the wall boss there then took my time with Vampire.

hmsong

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #813 on: October 26, 2019, 07:09:34 pm »
@Mr X

Well done.  Very nice.  I just had a save right after beating the Demon Wall (right before Dyluck kills Primm), and I knew I saw Ghouls.



@kethinov

Hot damn.  I thought there were only 5 enemies, but apparently, Fierce Head also had Exploder.  Amazing.  Thanks for the info.  On the side note, you may want to edit Fire Gigas's MP too for your patch.  The other Explorer bosses already have 99MP.  And the same applies to Useful Evil Gate patch -- Gremlin has Evil Gate, and it only has 64MP (the other enemies/bosses with Evil Gate all have 99MP).

And maybe also make all bosses (not regular monsters) with Hellfire/Evil Gate multi-target with their spells, since those new spells don't get multi-target penalty.  Besides, they're bosses.  They deserve to do something better than regular monsters.

Also, could you please find out the address for the new LV3 animation color for Dust Flare?  I don't know how you did it before, but it would be crazy awesome if you did it again.  Then our Dust Flare project will be completed.



@Queue

Apparently, both Gremlin (below certain HP -- I changed things below that they'll cast it anytime) and National Scar can cast Evil Gate (two conditions).  And I heard Lime Slime can do that too.  You may want to edit NPC Evil Gate, so that they don't cast Shadow Saber on your party.

October 26, 2019, 08:23:30 pm - (Auto Merged - Double Posts are not allowed before 7 days.)

@Queue

Okay, done.  Here's my [Enemy Stat Changes] and [Enemy Behavior Changes].  I was initially going to combine these, but with how complicated things are going, I figured it'd be best to be separate sections.  I said Stat, just in case I decide to edit Str/Def/Spell Strength of enemies.  Unlikely, but possible.

I purposely didn't edit any of the Exploder/Hellfire enemies' MP (other than Fire Gigas), since kethinov's recent Hellfire patch already does that.

Anyways, here is [Enemy Stat Changes]:

Quote
[Enemy Stat Changes]
Goblin Lord MP (18 --> 30)
Pumpkin Bomb MP (04 --> 05)
Werewolf MP (06 --> 10)
Fierce Head HP (308 --> 400)
Metal Crab HP (533 --> 600)
Tsunami HP (388 --> 400)
Dark Ninja MP (22 --> 30)
Whimper HP (230 --> 400)
Dark Knight HP (200 --> 300)
Wolf Lord HP (280 --> 700)
Terminator HP (300 --> 500)
Master Ninja HP (400 --> 600)

Spring Beaks HP (720 --> 1000)
Snap Dragon HP (1215 --> 3000)
Snap Dragon MP (06 --> 30)
Metal Mantis HP (1220 --> 1600)
Mech Rider 2 HP (1258 --> 2600)
Kettle Kin HP (1230 --> 3000)
Mech Rider 3 MP (38 --> 99)
Fire Gigas MP (66 --> 99)
Biting Lizard MP (06 --> 12)

* May not be compatible with [Easier_or_Harder_Monsters].
Code: [Select]
@OFF $D01D42 ' Goblin Lord MP (18 --> 30)
RAW 1E
@OFF $D01E9E ' Pumpkin Bomb MP (04 --> 05)
RAW 05
@OFF $D01F86 ' Werewolf MP (06 --> 10)
RAW 0A
@OFF $D02293 ' Fierce Head HP (308 --> 400)
RAW 90 01
@OFF $D022EA ' Metal Crab HP (533 --> 600)
RAW 58 02
@OFF $D023B5 ' Tsunami HP (388 --> 400)
RAW 90 01
@OFF $D0242B ' Dark Ninja MP (22 --> 30)
RAW 1E
@OFF $D02446 ' Whimper HP (230 --> 400)
RAW 90 01
@OFF $D024D7 ' Dark Knight HP (200 --> 300)
RAW 2C 01
@OFF $D02511 ' Wolf Lord HP (280 --> 700)
RAW BC 02
@OFF $D0254B ' Terminator HP (300 --> 500)
RAW F4 01
@OFF $D02568 ' Master Ninja HP (400 --> 600)
RAW 58 02

@OFF $D0268A ' Spring Beaks HP (720 --> 1000)
RAW E8 03
@OFF $D026C4 ' Snap Dragon HP (1215 --> 3000)
RAW B8 0B
@OFF $D026C6 ' Snap Dragon MP (06 --> 30)
RAW 1E
@OFF $D02738 ' Metal Mantis HP (1220 --> 1600)
RAW 40 06
@OFF $D02755 ' Mech Rider 2 HP (1258 --> 2600)
RAW 28 0A
@OFF $D028B1 ' Kettle Kin HP (1230 --> 3000)
RAW B8 0B
@OFF $D028ED ' Mech Rider 3 MP (38 --> 99)
RAW 63
@OFF $D02927 ' Fire Gigas MP (66 --> 99)
RAW 63
@OFF $D029D5 ' Biting Lizard MP (06 --> 12)
RAW 0C

And here's [Enemy Behavior Changes]:

Quote
[Enemy Behavior Changes]
Goblin Lord   Cure Water (ally) --> Mud/Stone Saber (ally)
Silktail   Acid Rain (1 enemy) --> Light Saber (self)
Silktail   Uses Cure Water (self) below 49 HP
Silktail   Cure Water (self) --> Burst (1 enemy)
Silktail   Uses Cure Water (ally) below 99 HP
Silktail   Fireball --> Lucent Beam
Werewolf   Uses Cure Water below 59 HP
Metal Crab   Light Saber --> Thunder Saber
Turtlance   Moon Saber --> Moon Energy (or Herbal Boost if that's on)
Turtlance   Light Saber --> Ice Saber
Gremlin      Uses Evil Gate below 425 HP
Dark Ninja   Flame Saber --> Thunder Saber (keeps Flame Saber if Shadow Saber is on)
Whimper      Earth Slide --> Lucent Beam (there are 2 codes)
Dark Stalker   Ice Saber --> Flame Saber (or Shadow Saber if that's on)
Wolf Lord   Uses Cure Water below 350 HP
Terminator   Lucent Beam (one enemy) --> Light Saber (self)

Blue Spike   Fireball --> Lucent Beam

* Intended to be used with [Enemy_Type_And_Element_Changes].
Code: [Select]
@OFF $D058AB ' Goblin Lord Cure Water (ally) --> Mud/Stone Saber (ally)
RAW 03
@OFF $D0619F ' Silktail Acid Rain (1 enemy) --> Light Saber (self)
RAW C4 E9 04 27
@OFF $D061C3 ' Silktail Uses Cure Water (self) below 49 HP
RAW 31
@OFF $D061C9 ' Silktail Cure Water (self) --> Burst (1 enemy)
RAW C1 E9 04 1F
@OFF $D061FA ' Silktail Uses Cure Water (ally) below 99 HP
RAW 63 00
@OFF $D0620D ' Silktail Fireball --> Lucent Beam
RAW 28
@OFF $D06B5C ' Werewolf Uses Cure Water below 59 HP
RAW 3B
@OFF $D08899 ' Metal Crab Light Saber --> Thunder Saber
RAW 15
IF Herbal_Boost_-_Replaces_Moon_Energy ' compat
@OFF $D08D57 ' Turtlance Moon Saber --> Herbal Boost
RAW 21
ENDIF
IFNOT Herbal_Boost_-_Replaces_Moon_Energy
@OFF $D08D57 ' Turtlance Moon Saber --> Moon Energy
RAW 1D
ENDIF
@OFF $D08D61 ' Turtlance Light Saber --> Ice Saber
RAW 09
@OFF $D090C9 ' Gremlin Uses Evil Gate below 425 HP
RAW A9 01
IFNOT _Shadow_Saber_-_Replaces_Evil_Gate ' compat
@OFF $D09407 ' Dark Ninja Flame Saber --> Thunder Saber
RAW 15
ENDIF
@OFF $D094B0 ' Whimper Earth Slide --> Lucent Beam
RAW 28
@OFF $D0951F ' Whimper Earth Slide --> Lucent Beam
RAW 28
IF _Shadow_Saber_-_Replaces_Evil_Gate ' compat
@OFF $D09B45 ' Dark Stalker Ice Saber --> Shadow Saber
RAW 24
ENDIF
IFNOT _Shadow_Saber_-_Replaces_Evil_Gate
@OFF $D09B45 ' Dark Stalker Ice Saber --> Flame Saber
RAW 0F
ENDIF
@OFF $D09E4B ' Wolf Lord Uses Cure Water below 350 HP
RAW 5E 01
@OFF $D0A11D ' Terminator Lucent Beam (one enemy) --> Light Saber (self)
RAW C4 E9 02 27

@OFF $C2DC24 ' Blue Spike Fireball --> Lucent Beam
RAW 28

Let me know if you think there's any error.
« Last Edit: October 29, 2019, 07:26:26 pm by hmsong »

kethinov

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #814 on: October 26, 2019, 10:46:49 pm »
Possible bug:

Is it just me or does pausing with the Start button softlock the game? I can't seem to unpause when pausing this way...

Suggestion:

We should consider making Master Ninja immune to Lunar Magic - Celestial Cascade so that he can't be turned into a chest during the Tasnica fight.

New hack: "No Glitching Into Pandora Ruins"

This hack fixes a bug which permits early access to Pandora Ruins. In the original game you could exploit the "switch character" glitch to get into the ruins early by glitching past the guards. With this patch applied, the guards will drag you back outside the ruins if you attempt to glitch past them.

Download: http://www.romhacking.net/hacks/4763/



Hot damn.  I thought there were only 5 enemies, but apparently, Fierce Head also had Exploder.  Amazing.  Thanks for the info.  On the side note, you may want to edit Fire Gigas's MP too for your patch.

I did.

And the same applies to Useful Evil Gate patch -- Gremlin has Evil Gate, and it only has 64MP (the other enemies/bosses with Evil Gate all have 99MP).

I'll add that to the todo list (along with removing the multi-target penalty which is still on the todo list).

And maybe also make all bosses (not regular monsters) with Hellfire/Evil Gate multi-target with their spells, since those new spells don't get multi-target penalty.  Besides, they're bosses.  They deserve to do something better than regular monsters

Good idea. I'll do that for both Hellfire and Evil Gate.

Also, could you please find out the address for the new LV3 animation color for Dust Flare?  I don't know how you did it before, but it would be crazy awesome if you did it again.  Then our Dust Flare project will be completed.

All I know is what I posted before:

The Speed Up high level animation color appears to be located at: D1/8B16: C8

The Fire Bouquet high level animation color appears to be located at: D1/8F5D: 8D

This is based on the spell metadata that includes animation pointers. That's what it points to. If changing those bytes don't change the color, then I'm not sure what precisely controls it. Queue said he made some progress tracing it earlier in this thread, but I didn't see any specifics. (Though perhaps I skimmed too quickly?)

I'm certainly interested in the answer too because once we get an answer, I can update Hellfire. Just not sure where to look, so I'm focusing on other things rather than spinning my wheels on something that stumped me before.
« Last Edit: October 27, 2019, 12:41:48 pm by kethinov »

hmsong

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #815 on: October 27, 2019, 12:29:34 am »
@kethinov

Good patch!  I don't suppose you're creating a patch for Tasnica guards blocking you, since you created a patch that removes them?

kethinov

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #816 on: October 27, 2019, 12:31:48 am »
Nope, wasn't planning to. I suppose I could though. My personal preference is to simply allow sequence breaking Tasnica rather than prohibit it, but the technique I used for this could be applied to that too if anybody wants it badly enough.

Edit: Did some quick looking into this and it doesn't look as easy to do as I thought... There is no convenient event to modify when entering the castle like there is when entering Pandora Ruins. Might not be able to do it.

Edit2: Took another stab at this. My thinking is auto-trigger the dialog "Not allowed now!" as soon as you land, then immediately force calling the Flammie Drum. It... sort of works. But super buggy. I ragequit it again. Might need to pass on this.
« Last Edit: October 27, 2019, 05:50:40 pm by kethinov »

Mr X

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #817 on: October 27, 2019, 01:45:03 am »
A suggestion came to my mind, seems like no enemy does have the Shadow saber, why not give shade type enemies the shadow saber like the Gremlin or Dark Stalker for example? They could become a pain by stealing your mp, all while their def gets boosted.

Or even Wolf Lord, if originally kept as a shade type enemy. Tho I wont mind changing him into a Luna type enemy.
« Last Edit: October 27, 2019, 01:57:20 am by Mr X »

hmsong

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Re: Secret of Mana, Turbo - Beta 191024
« Reply #818 on: October 27, 2019, 02:03:20 am »
@Mr X

Huh.  Not a bad idea.  Dark Stalker, at least (Gremlin will cast Shadow Saber on himself over and over again, which is kinda pointless).

I shall work on that.

EDIT:  Okay, done.  I think I did it right.  You gave me some idea, so I edited other things too.  So thanks for the idea.
« Last Edit: October 27, 2019, 02:17:23 am by hmsong »

kethinov

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Re: Secret of Mana, Turbo - Beta 191010
« Reply #819 on: October 27, 2019, 02:21:41 am »
Screenshot(s) would be helpful; I tried quite a few things (including actually doing the Hydra fight, not just visiting the room after the fact) and haven't seen anything graphically out of place in that room.



Happens before killing him as well.