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Author Topic: Secret of Mana, Turbo - Beta 200729  (Read 326359 times)

Queue

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Re: Secret of Mana, Turbo - Beta 200709
« Reply #1520 on: July 13, 2020, 05:14:10 am »
You're misunderstanding where to use the spell number. Leave event 355 alone. \if_flag== 9D =>1 =<1 is where you put the spell number. flag 9D, 1 = Evil Gate, you want that to be 3 (so =>3 =<3). All of your changes should be in event 2C4.

hmsong

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Re: Secret of Mana, Turbo - Beta 200709
« Reply #1521 on: July 13, 2020, 06:32:18 am »
Ahh.  Gottya.  Thanks.

July 14, 2020, 09:27:47 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Say, for [Strong/Weak attacks], is there a way to make the standard whip attack knock enemies backwards, but the backhand whip to pull enemies forward?  Currently, they both pull enemies forward.  I'm trying to make weapons a bit more interesting.
« Last Edit: July 14, 2020, 09:27:47 pm by hmsong »

Queue

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Re: Secret of Mana, Turbo - Beta 200709
« Reply #1522 on: July 15, 2020, 05:42:22 am »
You mean the two different whip attack animations, not the whip named the backhand whip? No, the knockback code can't differentiate between different animations, it can only detect weapon types. While you may not be able to tell what the code's doing, you can still look at it by searching for:
@OFF knockbackCheck()
and
@OFF knockbackStyle[]
...which is a little table I made to set up different types of knockback depending on weapon type. The boomerang and axe still use vanilla SoM knockback, all other weapons have been changed in some manner.

hmsong

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Re: Secret of Mana, Turbo - Beta 200709
« Reply #1523 on: July 15, 2020, 09:22:51 am »
Ahh.  Gottya.  It was worth a thought.

So... what's the difference between the knockback style?  I can tell 04 is pulling the target forward, but I can't tell what 00 (glove), 01 (sword, spear, bow, jav), and 02 (axe, boomerang) are.

Queue

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Re: Secret of Mana, Turbo - Beta 200709
« Reply #1524 on: July 15, 2020, 01:43:12 pm »
00 and 04 are guaranteed knockback.
04 pulls the enemy in, 00 pushes the enemy away.
01 is the same as 00, but not guaranteed, knockback resistance has to wear down on the target.
02 is vanilla knockback, where the target is knocked backwards relative to the way it's facing, not the way the attacker is facing, and also not guaranteed.

To reiterate:
00, 01 and 04 knockback direction is based on which way the attacker is facing, 02 knockback direction is based on which way the target is facing.

hmsong

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Re: Secret of Mana, Turbo - Beta 200709
« Reply #1525 on: July 15, 2020, 10:44:20 pm »
Gottya.  Thanks.  Well, not much I can play around with then.  Oh well.

For the rain of arrows, would you be willing to add a sub-option under [Strong_And_Weak_Attacks]?  If so, I'd like to add the following.  But I don't know how to make it into a sub-option.  But my intention is:

Code: [Select]
/#0060 rainOfArrows.range
/#0092 rainOfArrows.init_Y '(this is unchanged)
/#000F rainOfArrows.spread
/#001E rainOfArrows.spreadDist

'RAW 82 01 01 01 ' 5 bow
RAW 01 82 82 82 ' 5 bow

Call it [Weapon_Modify], since I may add other weapon modifications.  Description:

Quote
Weapon_Modify "(Patch)\n
Author: hmsong\n
Version: 0.0\n
\n
Requires [Strong_And_Weak_Attacks]\n
\n
Changes the following weapons:\n
\n
 Bow:   - Switched the input for Long Shot / Rain Of Arrows.\n
   - Doubled the distance of Rain Of Arrows.\n
   - Maximized the hit box of Rain Of Arrows, while maintaining no enemies can be missed between the arrows."

Queue

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Re: Secret of Mana, Turbo - Beta 200709
« Reply #1526 on: July 16, 2020, 04:46:19 am »
Should be doable, though I'm currently using pretty much 100% of my SoM time on the SAP. I'll have a minor update tomorrow, something I did about a week ago but hadn't uploaded yet, just to keep the filebin downloads from expiring, but it could be another week until the next update.

For a name, what about Alternate_Attack_Set (or just Alternate_Attacks?)? Weapon_Modify has some grammar issues that make it a very awkward pairing of words.

hmsong

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Re: Secret of Mana, Turbo - Beta 200709
« Reply #1527 on: July 16, 2020, 05:58:29 am »
For a name, what about Alternate_Attack_Set (or just Alternate_Attacks?)? Weapon_Modify has some grammar issues that make it a very awkward pairing of words.

Yeah, let's go with that.  We both know I suck at coming up with fitting names.

Queue

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1528 on: July 16, 2020, 01:55:36 pm »
Version 2020-07-16:
https://filebin.net/7spaiz2xfys6b2i1/SoM_Turbo.200716.zip

Changes:
- Changed Early_Luna Crystal Orb hack to restore Great Forest Crystal Orb behavior (no compromise here, this is just an improvement)
- Changes to Miscellaneous\Enhanced_World_Map:
-- Fixed a flaw in the globe map that made Kakkara look green when it was supposed to be dry
-- Separated world map animated tiles from unanimated ones, freeing up roughly 40 world map tiles for use
-- Added new world map desert sand dunes tile (art based on Trials of Mana world map sand dunes), with roughly 25% occurrence, randomly distributed

kethinov

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1529 on: July 16, 2020, 06:28:04 pm »
- Changed Early_Luna Crystal Orb hack to restore Great Forest Crystal Orb behavior (no compromise here, this is just an improvement)

Neat! I'm looking forward to digging into the code to see how you did that when I get some time to work on SoM again. Life has been terribly busy for me lately, but I still follow this thread religiously. Hope all of you are well.

hmsong

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1530 on: July 17, 2020, 07:48:11 am »
-- Separated world map animated tiles from unanimated ones, freeing up roughly 40 world map tiles for use
-- Added new world map desert sand dunes tile (art based on Trials of Mana world map sand dunes), with roughly 25% occurrence, randomly distributed

Is 40 world map tiles enough for Sunken Island?  I have a feeling that you'd be working on that at some point, after the SAP (whenever that may be).

Also, I can't tell which part is "sand dune tile".  Could you maybe post a pic of what it's supposed to be?

Queue

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1531 on: July 18, 2020, 05:18:38 am »
Vanilla
Turbo




It's the diagonal up-left zig-zags. ->
It's fairly subtle on purpose.

What do you mean about the Sunken Island?

hmsong

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1532 on: July 18, 2020, 06:34:16 am »
Oh wow.  I see it now, now that they're right next to each other.  Thanks for clarifying.

Quote
What do you mean about the Sunken Island?

I meant the Sunken Continent.  Grand Palace continent.  You're doing a lot of "map change depending on event", so I'm just guessing you'll someday get to that too.  But don't feel obligated to do so or anything though.

nesssnightmare

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1533 on: July 18, 2020, 03:17:50 pm »
Long tine lurker here. I finally got around to trying this patch and its fantastic. Thanks so much for the work you've done. The .zps format makes for a really intuitive way to add/remove mods, effectively making this the definitive SoM romhack.

A little off-topic but has there been any talk of doing something similar for SoM sister-game Secret of Evermore? It would be great to see some quality of life mods for reducing weapon/magic level grinding, removing stamina countdown, streamlining charge attacks, etc. as seen here in SoM Turbo but without adding unnecessary increased difficulty as seen in the SoE Improvements patch.

Queue

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1534 on: July 18, 2020, 05:28:59 pm »
I understand what place you meant, I just don't understand what change I'd make to it? It's the one place the vanilla game actually changes its appearance on the world map already.

hmsong

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1535 on: July 18, 2020, 07:37:24 pm »
I'm talking about the flat map and the globe map.  When the continent rises (turns grey with fortress outlines), both the flat map and the globe map remains purple.

Queue

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1536 on: July 18, 2020, 09:24:05 pm »
Ohhhhhhhhhhhhhhh

ManaRedux

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1537 on: July 19, 2020, 05:33:56 am »
The game is in Mode 7 when you're riding Flammie except when you're close enough to the ground.  Would there be any way to force the game into overhead mode all the time?

Queue

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1538 on: July 19, 2020, 01:45:15 pm »
Yes, it would be possible to lock the game to the top-down view, but that top-down view is Mode 7 as well.

ManaRedux

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Re: Secret of Mana, Turbo - Beta 200716
« Reply #1539 on: July 19, 2020, 02:07:11 pm »
Oh, I thought Mode 7 only referred to the faux 3D perspective.  Is it possible to see what it would look like if Mode 7 were not activated?