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Secret of Mana, Turbo - Beta 230822

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

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XModxGodX

Found a bug related to the pause screen. When you change the controls and press start for more than a nanosecond to confirm the game will softlock also changing the menus to anything other than the default button makes them stop working altogether. (playing it on the SNES Classic)

Queue

Was able to reproduce those issues; thank you for reporting them. I'm not sure why I hadn't tested key config changes prior to this... I know I had gone to that screen but I guess I never committed any changes.

Some features (e.g. quick weapon swap) override default button behavior (and block vanilla behavior of that button) and apparently modified behavior is reading raw controller input rather than input that's been rearranged based on customized button layout; hopefully it won't be too hard to reconfigure how that works.

kethinov

I found some more issues as well.

- Going right to cannon travel guy north of Gaia's Navel has some graphical glitches with Scroll Hack.
- Graphics glitch walking to the north from the Spring Beak boss fight map towards Wind Palace.
- Several scenarios in which rain of arrows always misses; it's impossible to land a hit with it at times.

Also I published a new hack: Tricked Out from the Start http://www.romhacking.net/hacks/4446/ - it's kind of a kitschy hack, so if you include it, definitely don't turn it on by default.

Queue

Noted down the maps for Scroll Hack issues. Regarding when you'd previously mentioned the goblin village, I think that one's going to require some pretty heavy retooling to make it not suck, both for Scroll Hack and for vanilla tricks you can pull to wander around it.

Can you elaborate on when rain of arrows is failing? My take on your description is that it looks right, it just fails to collide with an enemy. Even just naming a place where this occurs will likely be enough for me to work with. I should have spent more time with the bow but my true loves are the boomerang and javelin, so guess I didn't check it in enough places.

Also, no real reason for you to not post your item canceling patch. If you NOP'd the same 9 bytes as me (incoming damage and attacker ID get cleared by item code, I just axed those) then it's whatever, and if you did something more comprehensive, I'll likely replace what I did with yours.

pleasejust

Dude, are you kidding me? This is the definitive SoM hack, the one we've all been waiting for. Congrats.

GrimVandal

I really think rain of arrows is not only cheesey but really too much.

All of the  weapon mechanic changes are great besides of this. (can rain of arrows already be disabled?!)

Queue

#106
Version 2019-04-12:
https://ufile.io/nx63k

Changes:
- Fixed PAUSE unintentionally hanging the game if the screen is dim (like when leaving the controller config menu)
- Fixed customized button config not affecting new button functionality (quick weapon swap, etc.)
- Added Kethinov's Magical Herb patch
- Added Balance\Luna_And_Dryad_Weaknesses (based on notes made by, I think, Regrs)
- Fixed Hit Chance code so that the Hit Up buff and Hit Down debuff work properly
- Added Technical\Disable_Soft_Reset; fixing customized button code re-enabled the ability to soft reset, which is... mostly used to abuse bugs, so it's now disabled by default
- Visual fixup for the T-junction north of Gaia's Navel for Scroll Hack
- Added preliminary enemy stat boost for New Game Plus loops




Kethinov, I compacted the code your Magical Herb uses and relocated it a tiny bit for compatibility safety; it's still in the same chunk of junk data, but shoved to the end since some text edit hacks write over the beginning (and middle) of that junk data (which makes sense, since it's text junk data that comes after used text data). The compacted code is only 0x21 bytes because I reuse the original Medical Herb code rather than duplicating it.

GrimVandal, a couple pages back I posted instructions on how you can disable the Rain of Arrows. The abbreviated version:
- Open the ZPS file with a text editor
- Search for 82 01 01 01
- Change to 02 01 01 01

pleasejust

#107
Awesome, thanks.

For faster weapon grinding, how much faster is it? The original author provided various speeds. Can you include them in the next version?

Also, is there any way you could implement a better Turbo logo? How about this?
https://imgur.com/a/EcZ3m4I
You'll have to make it smaller and change it's color palette I guess?

Another thing, I didn't really like how I got 1000 gold in the elder's basement in the beginning. I have no issues with the default economy. Please allow that to be customizable.

Lastly, is it possible to have the enemies in turbo mode but characters have endurance enabled?

EDIT: one final thing... could you possibly make it so that you can play vanilla SoM but with just the bugfixes and quality of life improvements like quick switching of weapons and magic without going to the menu, scroll hack, etc? I've actually never passed the game before, I was turned off by the combat when I was younger, but I at least want to play it closer to vanilla first.

I forgot to mention, when playing through, it seemed like I was leveling up way too fast. Allowing that to be customizable would be great. In fact, anything that's has a separate ips file should be customizable, no?

Thanks!

darthvaderx

And about 'Equipment Progression Balance'? In your hack is listed version 1.1 while it has already been released version 1.2 ('fixed bug in which the "Harder Final Boss" hack was accidentally bundled with this').
See my hacks channel including some of my works:

https://www.youtube.com/user/MyWashington2/videos

kethinov

Quote from: Queue on April 11, 2019, 02:37:35 PM
Can you elaborate on when rain of arrows is failing? My take on your description is that it looks right, it just fails to collide with an enemy. Even just naming a place where this occurs will likely be enough for me to work with. I should have spent more time with the bow but my true loves are the boomerang and javelin, so guess I didn't check it in enough places.

Rain of arrows bug visual demo: https://youtu.be/RLEvPjV7UKM

Can provide save file if needed.

Quote from: Queue on April 11, 2019, 02:37:35 PM
Also, no real reason for you to not post your item canceling patch. If you NOP'd the same 9 bytes as me (incoming damage and attacker ID get cleared by item code, I just axed those) then it's whatever, and if you did something more comprehensive, I'll likely replace what I did with yours.

I just NOP'd the same 9 bytes you did. You just beat me to releasing the hack by a day. I was in the middle of playtesting it when I saw your post haha.

Queue

Kethinov, the video was enough. I think I finally maybe probably have the dang rain of arrows fixed for the next release. I tested it in a fairly wide range of locations; it positions correctly and actually hits enemies in all that I tried. Yeesh. The original problem was rain of arrows was ignoring some vanilla projectile creation code and zeroing out a flag that essentially specifies which layer the projectile is on, then my previous fixes were second-guessing some of it and sometimes setting the flag when it shouldn't be. Now I'm just trusting vanilla code to set the flag correctly (or to describe it more accurately, preserving the flag, whatever it's set to). Behavior should just match a vanilla arrow on a given map now.




darthvaderx, you're mixing up "Equipment Progression Balance" and "Level 9 Weapons Progression Balance" (both by Kethinov). Turbo only currently includes the latter. I'll get the other eventually.




Quote from: pleasejustFor faster weapon grinding, how much faster is it? The original author provided various speeds. Can you include them in the next version?
By default that feature is equivalent to "A Bit Faster" but read the feature description in the patcher; it's already configurable in the 'Advanced Options' menu (accessed via the 'Advanced...' button in the patcher).

Quote from: pleasejustAlso, is there any way you could implement a better Turbo logo? How about this?
https://imgur.com/a/EcZ3m4I
You'll have to make it smaller and change it's color palette I guess?
Not happening. Editing the logo is very complicated and what you see is already pushing the envelope on what is possible. There are basically only two colors free in the palette that could be changed, there are too few unused tiles in the logo, placement of the edit is very constrained, probably other factors that I can't name off the top of my head. What's there was already days of effort; I wish it was just an image edit in TLP, but it was not. I also like how it turned out; I made the logo for myself (for fun as an artistic outlet when I needed a break from other aspects of the project) so don't really care if no one else likes what it looks like. Plus, it's super unimportant: you don't see it unless you let the title screen sit and loop; don't need to burn any more time on it than I already have.

Quote from: pleasejustAnother thing, I didn't really like how I got 1000 gold in the elder's basement in the beginning. I have no issues with the default economy. Please allow that to be customizable.
That's part of "Level 9 Weapons Progression Balance" but I can probably throw in a checkbox to control it separately.

Quote from: pleasejustLastly, is it possible to have the enemies in turbo mode but characters have endurance enabled?
The enemies and players use the same code to set their stamina after an attack, so it's pretty much both or neither. It wouldn't be impossible to add code to handle each case separately, but not high on my list of priorities; lots of factors that make it not worth doing, very little to gain if done.

Quote from: pleasejustcould you possibly make it so that you can play vanilla SoM but with just the bugfixes and quality of life improvements like quick switching of weapons and magic without going to the menu, scroll hack, etc? I've actually never passed the game before, I was turned off by the combat when I was younger, but I at least want to play it closer to vanilla first.
Uhm, I used a patcher system with all those checkboxes so you could do this? Just uncheck any features that aren't bugfixes or quality of life improvements. The quick, overly literal route would be to uncheck all sections that aren't [Quality_of_Life] or [Bug_Fixes], though what you probably want would be to specifically uncheck [Combat], [Magic], [Items] and [Balance].

Quote from: pleasejustI forgot to mention, when playing through, it seemed like I was leveling up way too fast. Allowing that to be customizable would be great.
Nothing in Turbo changes the experience rate. I may add something eventually, but what you're seeing is normal.

Quote from: pleasejustIn fact, anything that's has a separate ips file should be customizable, no?
If you want to put in the work to make every little thing adjustable, go nuts. I've been doing what interests me and is practical within the limitations of the ZPS Patcher. The largest service I've been providing is compatibility between other peoples' patches. If it's in the ZPS file I've prepared, and you turn on any given combination of checkboxes, you should feel confident that I already dealt with any compatibility issues.

Quote from: pleasejustThanks!
Hope I didn't sound too crabby. Was just trying to be straightforward.

kethinov

Published another new hack: No Music https://www.romhacking.net/hacks/4458/

It removes all music from the game, but leaves (most of) the sound effects in place. This allows you to play audio from another source like blasting your stereo without having to mute the game's sound effects along with its music. Good for playing living room co-op with your friends if you enjoy the hack and slash sounds but you want to put on some different music. Known issue: A small number of sound effects are disabled too because they either require interaction with the game's music to function correctly (e.g. earthquake and waterfall) or they are misclassified in-game as music (e.g. cannon travel firing).

Quote from: Queue on April 15, 2019, 12:57:32 AM
Quote from: pleasejust

    Another thing, I didn't really like how I got 1000 gold in the elder's basement in the beginning. I have no issues with the default economy. Please allow that to be customizable.

That's part of "Level 9 Weapons Progression Balance" but I can probably throw in a checkbox to control it separately.

It's worth noting that the reason this is part of Level 9 Weapons Progression Balance is that adding 10 new weapon orb acquisition events so much earlier in the game places a strain on your finances, even with all the upgrade prices halved. I don't recommend taking this out. You'll end up having to do a lot of grinding to keep up with the upgrades in the first 20% or so of the game if you do.

Quote from: Queue on April 15, 2019, 12:57:32 AM
Quote from: pleasejust

    I forgot to mention, when playing through, it seemed like I was leveling up way too fast. Allowing that to be customizable would be great.

Nothing in Turbo changes the experience rate. I may add something eventually, but what you're seeing is normal.

I made a hack that offers some options regarding that which hasn't yet been integrated into the Turbo patcher, but you can apply it manually after applying the Turbo patches if you like: https://www.romhacking.net/hacks/4435/

Queue

#112
Version 2019-04-16:
https://ufile.io/q4gfmifb

Changes:
- Completely fixed Rain of Arrows (probably)
- Updated Kethinov's Restore Unused Fanfares patch to v1.1 (finally)
- Added Kethinov's No Music patch (Off by default)
- Added Kethinov's Faster or Slower Spell Grinding patch (configurable via Advanced Options)
- Added a [_No_Free_Lunch] sub-option to [Weapons_Progression_Balance]
- Added a Silence proc to Thunder Saber
- Added a Balloon proc to Light Saber
- Minor code optimizations (mainly stripping unnecessary CMP #00's)
- Fixed Scroll Hack issue during ending credits Lofty Mountains scene
- Aesthetic tweak to progress animation during New Game Plus flag clearing process

kethinov

#113
Some questions:

1. Is "Hit Chance Fix" new as well? I didn't see that one in previous versions.
2. Would it be possible to make MP shown below status area show [CURRENT_MP]/[MAX_MP] similar to HP?
3. What do I have to edit in the ZPS file to prevent the patcher from altering the checksum at all? Is it the /$C0FFDE romCheckSum line?
4. Are you sure Super Change Form is working? I just unchecked everything in the patcher except for Super Change Form and it seems to generate a ROM with no changes.

And I found a bug. It snows swords in the ending:


darthvaderx

Quote from: Queue on April 15, 2019, 12:57:32 AM
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darthvaderx, you're mixing up "Equipment Progression Balance" and "Level 9 Weapons Progression Balance" (both by Kethinov). Turbo only currently includes the latter. I'll get the other eventually.

Okay, I wanted to say 'Level 9 Weapons Progression Balance', but the SoM Turbo version is still 1.1 while the current is 1.3.

And what does the 'Animate Palette' effect mean? I did not notice any difference on the title screen.

See my hacks channel including some of my works:

https://www.youtube.com/user/MyWashington2/videos

kethinov

The title screen animate palette thing adds sparkling water to the background.

Queue

Version 2019-04-21:
https://ufile.io/6huh34we

Changes:
- Rewrote ACT_Defaults; it was a miracle it worked since it lacked a return and was just falling through to whatever code happened to be next.
- Lots of map cleanup in the field between Potos, Pandora and the Water Shrine. This took days, and you probably won't even be able to spot all the messed up tiles that were fixed.
- Added ability to revisit the goblin village, which is super janky at the moment. To get back in, walk left against the trees near where you were captured.
- A little map cleanup on the goblin village but it still needs a lot of work.




darthvaderx, for the end user, there is no meaningful difference between "Level 9 Weapons Progression Balance" versions 1.1, 1.2 and 1.3. Internally, I have the 1.2 changes added but then commented out because they weren't relevant (though with the release of "Equipment Progression Balance" at least now I know what the purpose of the changes were). I'll get the details worked out and the version number bumped eventually, it's just low priority. Conversely, I do want to incorporate the updated Early Luna patch, but doing so takes time and I only have so much.

Kethinov
- The hit chance stuff was added two versions ago, that's why it wasn't mentioned in the last version.
- I think it would take a lot of rewriting to change the mana display to include the maximum (and to include a divider, unless the MP label was cannibalized). Not saying it won't happen, but plenty of other things I'm interested in messing with first.
- The patcher recalculating the checksum is just a task it does after applying everything and there's no way to disable that functionality. In the ZPS file, I marked up patches that change it explicitly for the sake of documentation, but it gets overwritten by the patcher afterwards regardless of any entries in the ZPS file that change it during the patching process. You'd need to save the checksum you want and edit it into the ROM after the patcher is finished if you want it to be a specific value.
- Good catch on Super Change Form, also crud, I didn't read this until after I'd uploaded 190421. Find "FILE <WisdomStat>" and add "FILE <SuperChangeForm>" on the line below it.
- I've seen the sword snow before, but it doesn't happen 100% of the time so I haven't been able to reproduce it when I've been in the right circumstance to get it figured out. =/



Queue

Version 2019-04-23:
https://ufile.io/f5a4xlpq

Changes:
- Fixed [Super_Change_Form] bugfix; it wasn't actually being applied prior to this version
- [Revisit_Goblin_Village] promoted out of Experimental status; spent way too much time cleaning up the goblin village map, but now it's seamless and bugless; you can leave via the far upper left or right by walking into the trees (like when the girl rescues you)
- Tidy map treatment for the map just south of the water palace
- Tidy map treatment for turtle shell isle

teahouser

Hey Queue, having a great time playing your turbo beta. One question, I play on SNES Classic and was wondering if you are going to have a patch to fix the high gamma in the menus? When any non vanilla version of SoM is used on the SNES classic it requires a separate patch solely to address the high gamma. Sluffy made a few of these patches for the PAL releases of SoM, is there anyway you could make or modify one of his patches to lower the menu gamma back to normal? It would make it a lot easier on the eyes.