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Secret of Mana, Turbo - Beta 230822

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

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FlamePurge

Quote from: vivify93 on June 15, 2019, 12:44:49 AM
Just wanted to pop in and say thanks for this; I just tricked out my SNES Secret of Mana copy with a bunch of enhancements and bug fixes.

Now, if only someone would make it so Secret of Evermore let you confirm in menus with A and run with B...
Well, lookee here! https://www.romhacking.net/hacks/4580/  :D I am one happy Mana fan!
Check out and discuss my projects

lexluthermiester

Quote from: vivify93 on June 24, 2019, 11:55:27 AM
Well, lookee here! https://www.romhacking.net/hacks/4580/  :D I am one happy Mana fan!
I was just looking for that post to tell you. Just couldn't remember where it was or who said it! You might have been the inspiration for it..  :thumbsup:

Queue

Version 2019-06-24:
https://ufile.io/bth5wubd

Changes:
- Updated Kethinov's Level 9 Weapons Progression Balance to 1.4 (and think I got compatibility stuff for it all sorted... hopefully I didn't introduce any bugs)
- Modified Kethinov's Early Luna to be fully compatible with VWF Edition and Relocalized
- Minor compatibility fixup related to Easier or Harder Monsters
- Fixed Turbo_Logo without Restore_Title_Screen graphics issue

Hm, listing it out like that it doesn't look like much, but those first two things took some time.




darthvaderx, it may be possible to turn on the AI for a normally human-controlled character while a button is held, but not really sure what button to use. Attack (like in Trials of Mana) is no good since that's how you charge your weapon. Run could work IF there's a sane way to detect whether you're in or out of combat (though this would disable running while in combat, also like Trials of Mana). Most other buttons have already been reassigned; could be mutually exclusive with another feature, but that'd be a bit of a bummer.

Eids

Just wanted to say thanks to you and the modders who contributed to this and continue to update it. I recently started playing it with a friend and it's been a ton of fun so far with how fast-paced it is!

We've made it to the town with mushrooms and there have only been a few issues we've run into:

(Running on bsnes-hd beta7 with SoM Turbo.190611)
• We couldn't find an exit after entering the goblin village. The map just loops around endlessly so we got stuck there.
• Pausing can cause the game to hang. The music continues to play though. Maybe related to what Hybrid Divide was experiencing? https://www.romhacking.net/forum/index.php?topic=27890.msg375416#msg375416
• On the Skill Levels screen, "buton" should be "button" and the quotation mark on the second "Attack" should be facing left. Not sure if this is due to a mod or not.
• We haven't been able to get Equip 2nd Weapon or QuickSpell Hotkeys to work after following the instructions. Is there a way to tell if it's enabled?
• There is a slight pause when the music changes despite Async Music Crossfade being enabled. I'm not sure if it's due to the emulator or the mod though.

Excluding those, everything else has been great! The patcher was so easy to use and there are so many improvements to the game compared to playing the vanilla version that I'm really hoping a Trials of Mana Turbo happens someday!  :thumbsup:

Queue

Quote from: Eids
I recently started playing it with a friend and it's been a ton of fun so far with how fast-paced it is!
Glad to hear it. "Fun" is pretty much my only objective with this so it's reassuring when I'm not the only one who thinks it's fun.
Quote from: Eids
(Running on bsnes-hd beta7 with SoM Turbo.190611)
{1}• We couldn't find an exit after entering the goblin village. The map just loops around endlessly so we got stuck there.
{2}• Pausing can cause the game to hang. The music continues to play though. Maybe related to what Hybrid Divide was experiencing? https://www.romhacking.net/forum/index.php?topic=27890.msg375416#msg375416
{3}• On the Skill Levels screen, "buton" should be "button" and the quotation mark on the second "Attack" should be facing left. Not sure if this is due to a mod or not.
{4}• We haven't been able to get Equip 2nd Weapon or QuickSpell Hotkeys to work after following the instructions. Is there a way to tell if it's enabled?
{5}• There is a slight pause when the music changes despite Async Music Crossfade being enabled. I'm not sure if it's due to the emulator or the mod though.
{1} The exit is the far upper left or right, walking into the trees; like, go far north until you hit a solid wall of trees, then go straight east or west into the trees and you'll leave. I know this isn't super obvious, but it's the same way the girl enters and leaves that location during the Goblin Stew cutscene, so was hoping that was enough of a clue. Evidently, not quite (also, you can miss that cutscene).
{2} This has been a head-scratcher for me. I've tested on every emulator that crossed my mind (off the top of my head, definitely bsnes-hd beta6, ZSNES 1.51, Snse9X 1.51, plus some newer version of Snes9X, whatever's bundled with BizHawk... at least two more that I can't name from memory) and on an SNESCE (aka Mini) and never had the PAUSE mess up. I have not personally tested on a real SNES or a Super Nt. While I'm doing some slightly weird things (mainly to unpause), it should all be by-the-book, but clearly it's failing under some circumstances. Is there some situation, like a specific location, where it messes up? Does it happen every time, sometimes, rarely? If I can get a reproducible scenario I'd be able to figure it out.
{3} Those are typos from Relocalized.
{4} For the 2nd weapon, in the ring menu on the weapon ring, if you have the cursor over a weapon and hold 'R' there should be a sound. For the spell hotkeys, if you're not in a menu, and press 'L' you should get a blinky icon over your character. Those'd be the two most straightforward ways to check.
{5} Yeah, it's just not perfect. While I removed the long pause waiting for the previous song to fade out, there's still a potential pause when the new song is uploaded to the sound CPU. I may be able to smooth that out too, but needed a break from working on it. If using MSU-1 music, since there's no time spent uploading song data, the transition is completely pause-less.

Quote from: Eids
Trials of Mana, Turbo?
Not especially likely. While I think it's a neat game, it doesn't have a special place in my heart like this game does, and I just work on projects like this as suits my fancy. More than likely my next project after this will not be SNES-related.

GrimVandal

Great updates, thank you so much.


Does anybody know if there is a emulator which can lower the frames to 50 fps?
(to mimic a slower pal version)?

Queue

#186
Version 2019-07-01:
https://ufile.io/hbqrrpxn


Changes:
- Added Miscellaneous\Day_Night_Cycle
- Moved Bug_Fixes\Missable_Spear_Fix event flag from 06 to 09 (value = 3)





Version 2019-07-08:
https://ufile.io/ijzvyadj

Changes:
- Verified and incremented Kethinov's "Early Luna" patch version number from 1.2 to 1.3
- Verified and incremented Kethinov's "Level 9 Weapons Progression Balance" patch version number from 1.4 to 1.5
- Small adjustment for NGI SRAM code (unimportant, just documenting it)
- Tidy map treatment given to the Great Forest / Upper Land / forest path to Matango
- Updated Miscellaneous\Day_Night_Cycle with new features and bugfixes

Day / Night Cycle Changes:
- Fix for time saving / loading
- Fix for NPC visibilty event use of time event flags
- Modified event command 33 to allow recalculating time (use 33 FFFF)
- Slight change to which hours correspond to which time of day (simplifies visibility events)
- Made sleeping at an inn advance time
- Implemented glowing windows in towns (similar to Trials of Mana)
- Preliminary time of day stuff related to riding Flammie
- Modified some townsfolk to only be outdoors at certain times of day, side effect: performance improvement

Still to do:
- Flammie and Cannon Travel visuals
- More townsfolk behavior
- More visual junk in general

Queue

#187
Version 2019-07-14:
https://ufile.io/i4lqe7ap

Changes:
- Verified and incremented Kethinov's "More Useful Evil Gate" patch version number from 1.0 to 1.1
- One more Great Forest (Autumn) tidy map tweak for its northwest area transition
- Tidy map treatment for the Sprite Village
- Added Quality_of_Life\Run_On_Trigger_Tiles, you will no longer stumble over invisible bear traps when trying to run
- Added Graphics\Alternate_Text_Boxes (and _Candy_Cane), if you don't like the new text box backgrounds, turn this feature off; it's meant to add variety, but I can understand if you want one of the vanilla backgrounds (I did test these on various monitors / TVs, and with various video filters in various emulators to try and make some that are useful for a variety of circumstances, but this is a very personal preference sort of thing); it also tweaks 3 text box border options, so be sure to weigh your options
- Minor improvement to Miscellaneous\New_Game_Plus, properly reset the Mana Fortress and Sunken Continent (only occurs when triggering the restart so existing NG+ saves won't benefit)
- Improvements to Miscellaneous\Day_Night_Cycle, detailed below

Day Night Cycle Changes:
- Kethinov, thank you for the feedback!
- Added lighting-based palette modification to the player stamina recharge flashing animation
- Sleeping at an inn when it's evening or night will always advance time to (at least) morning
- When changing areas, if a timezone change would cause the time of day to become earlier (day -> morning, night -> evening, etc.), instead time will advance forward to keep time of day intuitive; this causes occasional passage of time, but only when necessary
- The Ice Country Tropics event will no longer be able to go from day to morning when freeing Salamando

Technical Changes:
- Clarified the "-" feature marker to mean "Compatibility fixups present" (regardless of who authored the fixups)
- Added searchable "compat" comments to the ZPS file
- Sweeping internal ZPS file changes to support event script command mnemonics and human-readable text entry; example:
RAW   9D8F8D85808281838B80898E80948885808D8F928E898E87BF
is now
TEXT   ^C o m e _ b a c k _ i n _ t h e _ m o r n i n g .
Much more pleasant to edit... (have to put spaces between letters, but it's a small price to pay)
- Added event script command mnemonics for every command I understood; examples:
00 = \end
03 = \gather
2D03 = \shake_horizontal
40F1000000 = \music_stop
- Added event commands 1F05 (hide_fortress and sunken continent), 3F?? (relative jump), 70?? (relative jump, when not in text mode)




Known Issue:
- Can't start a New Game Plus; the event breaks part way through; already fixed for next release

ShockwaveS08

First off, I wanted to say that this ZPS compilation is freaking awesome! Since I'm not the kind of player who "politely waits his turn to die", as it were, all of these gameplay refinements and improvements serve to make combat fast and fluid, unlike the slower-paced nature of the vanilla game. I do have a few suggestions I would like to make.

1) The way that the Manual Block functions right now seems a bit OP, since it completely negates incoming melee damage with no drawbacks, since you can maintain the block indefinitely. If there's a way you can implement a "blocking strength" meter, indicated by a shield icon and reusing the redesigned charge meter, it would help to ensure that there is at least some skill involved with blocking. (i.e. the stronger the blow, the more the meter depletes, until the currently-controlled character is knocked on their back, and will have to actually start moving to avoid getting hit until he/she has enough stamina to block again.) I'm sure there's a few character stats that would influence the block meter, too. (i.e. Strength and Defense will allow you to absorb more hits without collapsing, and/or being able to take a stronger hit and still have some blocking strength left over. The characters' current weapon would also have certain "hidden stats" that would influence blocking likewise, for example, a spear would be more useful for blocking than the fists or whip.)

2) The "TURBO" in the title screen logo only appears when either B or START are pressed to enter the New/Load Game screen. Perhaps have it show up either during or after the opening credits?

3) The current implementation of the Day/Night Cycle also happens to affect the HUD and UI, due to the palette changes to allow for sunrise, sunset, and night, making certain elements hard to see. If there is a way to make the HUD and UI sprites exempt from the palette changes, it would help improve visibility at all times of day.

Mr X

Question: in Easier or Harder Monster how do I adjust it like for example I want to earn less exp then the deafult that was set in there to make things more challenging.

Thanks in advance

Queue

Version 2019-07-18:
https://ufile.io/tgvqqyca

Changes:
- Fixed being able to start a New Game Plus (I accidentally broke this last version)
- Added Graphics\Functional_Fashion: head/body/hand armor affects the color scheme of the characters. A few garish results, but mostly pretty spiffy.
- Improved Miscellaneous\Day_Night_Cycle: world map (cannon / flight) time of day lighting changes as you travel east / west. Going to the world map prevents time advancing; not sure if this behavior will stay, but it makes world map lighting more logically consistent with what you see on the ground. The sky is currently not affected, but I intend to get to that next (sky coloring depends on what direction you're facing as well as your position, so setting it up is more complex than the ground which only cares about your position).

Technical Changes:
- Events 1F03 and 1F04 (and the new 1F05) have vanilla behavior of showing a cutscene if followed by an end event command (00) like they are in the vanilla event scripts that use them. If they're followed by anything other than 00, they do not show a cutscene and do the following: 1F03 shows the sunken continent ($7E00E3 | #80), 1F04 shows the mana fortress ($7E00E3 | #40), 1F05 hides both ($7E00E3 = #00). Example:
1F05 1F03 01 00 (hide both without cutscene, show sunken continent without cutscene, nop, end)




ShockwaveS08
1) Changing Manual Block is low on my list of priorities (the topic has come up before as well). I do agree that it's too good, but it does have one significant drawback that seems to be repeatedly overlooked: you can't do anything else while blocking (and there's a little delay when you stop blocking before you can act as well). I don't really care if you can turtle forever if you also can't do anything while you are. While I may eventually add some sort of cooldown after a successful block (the primary option I've been considering), or some form of stamina or health to the blocking, it currently works well enough that I'd rather spend my time working on other things that are incomplete, fun to work on, etc. Your brainstorming is appreciated though and all it takes is for someone to suggest something that piques my interest to get me to take a stab at it.

2) The Turbo logo appears after a certain amount of time; if you saw it after pressing a button, it was either coincidental timing, or some really crazy behavior that I'm unaware of. I don't consider it very important, just a fun thing that pops in if you sit through the opening.

3) Day_Night_Cycle should only affect the character faces in the HUD / UI (because those faces pull straight from the same graphics data as the character sprites you drive around and share palette entries with them). I should be able to force the characters to their vanilla palettes when you open a ring menu (which will also serve to highlight them at night, etc.), and I imagine that'll deal with the primary lack of visibility you're referring to (like the little mini faces on currently equipped armor / weapons, which share their palette with the main character sprites).




Mr X, if you enable Balance\Easier_or_Harder_Monsters, then open the "Advanced Options" menu (by clicking on the "Advanced..." button), then change the value beside Enemy_XP_Scalar and / or Boss_XP_Scalar you can increase or decrease the experience rewarded. The defaults are 2 (which means double the vanilla amount rewarded); you probably want something like D (meaning 50% experience rewarded).

The following table has the values you can set and what they mean:
0 =       0.0% (×0)
1 = 100.0% (×1, Vanilla)
2 = 200.0% (×2, Default)
3 = 300.0% (×3)
4 = 400.0% (×4)
5 = 500.0% (×5)
6 = 600.0% (×6)
7 = 700.0% (×7)
8 = Maximum (65535)
9 = 150.0% (׳∕₂)
A =   12.5% (÷8)
B =   25.0% (÷4)
C =   33.3% (÷3)
D =   50.0% (÷2)
E =   66.7% (ײ∕₃)
F =   75.0% (×¾)


So values A through F reduce the experience rewarded. If you want to get half the vanilla amount of experience per kill, you'd use D. This table is also viewable in the description for Balance\Easier_or_Harder_Monsters in the ZPS Patcher (you can scroll down in the description).

pleasejust

"The hosting period for this file has now expired, only premium users can download it."

gdrive? dropbox?

ShockwaveS08

Just gave the new beta a try, and I've cobbled together a small list of bugs and feature suggestions.

This list assumes the default ZPS settings are active.

Bug 1: In the Kingdom of Pandora's throne room, talking to the King for the first time will cause him to walk into the left-side wall instead of going to his quarters, resulting in him and the Queen spontaneously disappearing from view. Thankfully, they are very much alive, if not exactly well (story-wise), when you enter the King's Quarters.

Bug 2: On occasion, sleeping at an Inn will result in the player characters' "sleeping" sprites being misaligned to the left, about 5-10 pixels, making it appear as if everything from the chest up has literally detached from the rest of their bodies.

Bug(?) 3: Whenever the music changes (no MSU-1 involved), the game hitches slightly as it loads the next track. Is this normal behavior or a glitch?

Bug 4: When all player characters are KIA simultaneously, you get two text-boxes' worth of dialogue that I can only assume are from a later portion of the game, instead of the usual "they were never heard from again" spiel, softlocking the game at the same time, preventing the player from returning to the title screen unless they reset their console or emulator. I'd file this one as a code-red, major priority.

Suggestion 1: Assuming Functional Fashion is enabled, is there a possibility of the Save Game/Load Game/Status/Action Grid menus showing the appropriate colors of the player character's standing sprites? Seems odd to leave their sprites the default colors when the player's equipment could better-differentiate separate savegames...

Suggestion 2: Assuming the Quick Magic menu is enabled, and only one controller is plugged in, is it possible to pause the action to allow enough time to select usable spells, rather than Player 1 getting clobbered due to standing still the whole time the menu is up? Obviously, the pausing wouldn't occur if Players 2 and 3 are connected.

Suggestion 3: If Better CPU Allies is enabled, is it possible to remove the Action Grid option from the main circular menu, since it is no longer needed?

Suggestion 4: Can a separate minihack be made, which reverses the direction of menu rotation when using Left/Right on the D-Pad? Slightly disorienting to having the input directions reversed in the vanilla game.

Suggestion 5: Is it possible to offer users the option to give the player characters their official names (Randi, Primm, and Popoi), either as a default, or as a secondary button press on the Character Name Screen to override any typed name with the official one?

lexluthermiester

Quote from: pleasejust on July 19, 2019, 12:31:40 AM
"The hosting period for this file has now expired, only premium users can download it."

gdrive? dropbox?
Had no problems here.

Queue

Version 2019-07-23:
https://ufile.io/cnatffrd

Changes:
- Added Miscellaneous\Centered_Inn_Bed, which tucks you into bed most expertly
- Added Bug_Fixes\King_Goes_To_Bed, which fixes an event issue with the king of Pandora, queen of Pandora and Jema fighting over who is number 4, 5 and 6
- Tweaks to Bug_Fixes\Mode_7_Rendering_Fix to deal with some slight visual oddities on the horizon and far bottom edge of screen
- Improved Miscellaneous\Day_Night_Cycle to use vanilla colors for the players when paused (ring menu)
- Graphics\Functional_Fashion now includes a one pixel fixup on the ring menu mini face for the girl (hair ribbon color)

Technical Changes:
- Fixed incorrect \stats1_* mnemonics
- Added event command 3D which lets you set the first 256 bytes of actor data
- Added additional functionality to event command 2B to let you align an actor to the event target actor on the X or Y axis




pleasejust, I use uploadfiles.io because it's convenient for me (no login required) and specifically because the files become unavailable after 7 days (to prompt myself to try and get a release out at least once a week). If you're seeing the expired file message, you either clicked on the wrong file link, I haven't uploaded a new version within 7 days, or something is wrong.




ShockwaveS08, thanks for all the feedback. I'll itemize responses (and type too much).

B1) Fixed it. NPCs are numbered as they load, and in the throne room when Jema's there, he's #4, king is #5, queen is #6. Jema's event where he leaves the room issues movement commands to NPC #4 (which he is) and he walks south then despawns. The king's "nap" event issues movement commands to NPCs #4 and #5. If Jema was in the room, he got NPC slot #4, so it messes up the "nap" event unless you leave and re-enter the room (in which case the king and queen wind up as NPCs #4 and #5 because Jema's gone). I fixed this by reordering them so the king is always #4, queen is always #5, and Jema is #6, and changed Jema's event to issue its commands to NPC #6. This should always work because the king and queen will never leave before Jema.

B2) By crazy coincidence I worked on this before the weekend, sooo, there, it's done. This was actually rather complicated to deal with as the vanilla event system doesn't have a good means of accurately positioning actors (players included) aside from sending you through a "door" to change areas (which is unsuitable for the inn event). I had to program in two new event system features to let me align the player with the inn keeper, and make the player walk at one pixel per frame (vanilla events only move actors two pixels at a time). I also had to slightly adjust the art for the common beds (the patchwork blanket ones) to make the bedding start at roughly the same spot on each type of bed (unlikely anyone can spot this change without comparing screenshots).

B3) Not a bug, just the current "as good as it gets" situation for how the game sends music data to the SNES's sound CPU. Vanilla, when the song changes, the game locks up for both the fade out duration of the previous song and while it uploads the new song data to the sound CPU. With Audio\_Async_Music_Crossfade, you don't have to wait while the previous song fades out, but there's still a pause while the new song is uploaded. It's something I'd like to improve in the future but I needed a break from working on audio code.

B4) I couldn't reproduce this. That does count as a critical issue I'd fix, but I had party wipes without it happening. Need a reproducible scenario to get this figured out.

S1) Iffy. Save and Load screens don't show the characters, so I'd have to implement that, and for the load screen, also dig around in the save data to get character equipment (normally I pull it from their already loaded character data). I probably will for the status and action grid screens, but it's a low priority, so hasn't happened (need to figure out when those screens load character palette data, where they load it to, and if I can reuse some of my palette filtering code or if it'll require its own variation to work).

S2) Erm, I don't mean to sound too churlish, but, uhhhh, you can just pause and cast spells from the ring menu when you need to pause to cast spells. The whole point of the quick casting menu is that the game doesn't pause.

S3) Probably. That's a good idea; if I can figure out how, I'll do that.

S4) Also probably. Remember that different ring menus have the selection box at the top or bottom of the ring (e.g. merchant ring) that can make rotation direction non-intuitive in different ways from the most typical pause ring menu.

S5) I can imagine its possible, and it has been suggested before, but unfortunately I'm the wrong person to ask as I have zero interest in implementing it.

mkwong98

Quote from: Queue on July 18, 2019, 05:45:43 PM
ShockwaveS08
1) Changing Manual Block is low on my list of priorities (the topic has come up before as well). I do agree that it's too good, but it does have one significant drawback that seems to be repeatedly overlooked: you can't do anything else while blocking (and there's a little delay when you stop blocking before you can act as well). I don't really care if you can turtle forever if you also can't do anything while you are. While I may eventually add some sort of cooldown after a successful block (the primary option I've been considering), or some form of stamina or health to the blocking, it currently works well enough that I'd rather spend my time working on other things that are incomplete, fun to work on, etc. Your brainstorming is appreciated though and all it takes is for someone to suggest something that piques my interest to get me to take a stab at it.

How about after the first blocked attack, any further attacks received while blocking will deal chip damage(1-3)? I think this is not too difficult to implement(doesn't need another gauge) and gives the players a small incentive to avoid abusing it.

lexluthermiester

Quote from: Queue on July 23, 2019, 08:53:49 PM
pleasejust, I use uploadfiles.io because it's convenient for me (no login required) and specifically because the files become unavailable after 7 days (to prompt myself to try and get a release out at least once a week). If you're seeing the expired file message, you either clicked on the wrong file link, I haven't uploaded a new version within 7 days, or something is wrong.
This will be just my opinion, but this project seems passed the beta phase, at the least progressed to the point you can post it as a download in the main hacks section. Maybe post a milestone version, but continue here in this thread with incremental updates, updating the main page with stable versions.

ShockwaveS08

Found another bug, regarding "Power Attacks" (any direction + Attack): You can use Randi's sword to repeatedly "lunge" your way across impassable slopes to get to unintended sequence-breaks such as...

1) Getting across the obsidian "slope" in the middle of the Fire Temple, even though it serves no benefit, as you'll still need Salamander to progress further in the temple.

2) Lunging your way all the way to the Northeast Desert to get to Charon and the Lunar Temple far earlier than you're supposed to.

kethinov

That particular bug was in the original game and many of us no longer consider it a bug. I actually worked the mechanics of it into my "Early Luna" hack and wrote dialog for a NPC in Kakkara telling you how to exploit this "bug" to get Luna early: https://www.romhacking.net/hacks/4062/

ShockwaveS08

Another bug found, and two more suggestions for you.

B1: If your currently-controlled character is set ablaze when using Jinn's Analyze magic on an Orb, the description saying that "___'s magic will work on this!" can no longer be skipped with the attack button, thereby softlocking the game, as you are unable to switch characters during a dialogue box, leaving the burning character immune to damage (even from the Ablaze status effect), yet his/her/its allies can still attack and be damaged. To reproduce the bug, your current character must be ablaze by the time the Analyze animation finishes, and can currently be remedied by switching to another player character who's not flailing around from immolation before the dialogue box pops up. If all three characters are on fire, well, I don't know what to tell you. This bug was encountered when exploring the Fire Temple with Salamander in-hand.

S1: Given how you can equip two weapons per character, perhaps there could be a way to repurpose the "Player 1/2" number that usually appears on the main HUD and place them next to the "tiny head" icon of the character currently-wielding that weapon; I will be using "@" as an example for Randi. Say, he's using the Mana Sword as his primary, and the Boomerang as his ranged option - @1 will appear on the sword's icon in the ring menu, while @2 will appear on the boomerang's icon. Same goes for Primm and Popoi's dual-weapon combinations. The only obstacle I foresee in implementing this is a possible sprite-limit/VRAM limit.

S2: Under normal circumstances, it is possible to have Randi use a Magic Walnut or Fairy Coconut on himself for absolutely no effect whatsoever, as he is the only character out of the trio to not use magic. Is there a way to make him exempt from the apply-to-character selection whenever these two items are about to be used, to avoid wasting them in this manner? Also, it is still possible for Randi to buy these items from any Neko Salesman before he even meets Primm and Popoi, and long before Undine's magic is acquired to enable MP for the latter two. The solution would be to implement a check for whether or not a character has MP unlocked, and therefore prevent usage of the Walnut and Coconut on a player character if he/she/it doesn't meet this requirement.