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Secret of Mana, Turbo - Beta 231108

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

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lexluthermiester

Quote from: stragusmagus on May 17, 2022, 04:07:52 PM
Any updates regarding the beta testing so far?
Not really. The current version is very stable and so far has no known bugs/glitches.

AdmiralStiff

Quote from: lexluthermiester on May 18, 2022, 05:25:54 AM
Not really. The current version is very stable and so far has no known bugs/glitches.

You mean the patcher or the game?

Cuz in-game I sure have dealt with a few, some softlocking even.

However, I've been holding back chiming in about them until I test the game on an accurate emulator (higan/bsnes)

Been playing on Snes9x on android, most of them have to do with patterned inputs, the knuckle weapon and the sprite running out of elemental weapon while controlled by the AI

lexluthermiester

#2282
Quote from: AdmiralStiff on May 21, 2022, 06:34:29 PM
You mean the patcher or the game?
The patching utility itself.
Quote from: AdmiralStiff on May 21, 2022, 06:34:29 PM
Cuz in-game I sure have dealt with a few, some softlocking even.
That is always going to be possible because of the huge number of possibilities available with this patcher. The best we can hope for is a guide that will point out which features will cause problems.

stragusmagus

Quote from: lexluthermiester on May 18, 2022, 05:25:54 AM
Not really. The current version is very stable and so far has no known bugs/glitches.
I assume the current version is the final version? Or is there something else in the works?
All we have to decide is what to do with the time that is given us

lexluthermiester

#2284
Quote from: stragusmagus on June 12, 2022, 10:51:45 AM
I assume the current version is the final version? Or is there something else in the works?
As commented above, Queue has had some real-life things going on. Whether or not this will be the final version remains to be seen. If it is, that'll be ok as it seems perfectly stable.

stragusmagus

Quote from: lexluthermiester on June 13, 2022, 03:13:42 AM
As commented above, Queue has had some real-life things going on. Whether or not this will be the final version remains to be seen. If it is, that'll be ok as seems perfectly stable.
Alright, thanks!
All we have to decide is what to do with the time that is given us

hmsong

It seems RHDN has changed its alert system (due to problems).  Jeez, no wonder I wasn't getting notified.  You're gonna have to re-change the topic's alerts to receive alerts (and receive email if that's your thing).

sweetmozzarella

#2287
Hi there,

I can't access the companions wheels directly by pressing X anymore, I have to first press Y to go to mine, then X to access theirs.

Am I missing something ?

Thanks :)

hmsong

Quote from: sweetmozzarella on August 11, 2022, 08:31:24 AMHi there,

I can't access the companions wheels directly by pressing X anymore, I have to first press Y to go to mine, then X to access theirs.

Am I missing something ?

Thanks :)

That's because with the default setting, you enabled the quick weapon switch with the X button, hence disabling the immediate ally menu.  You can still access it by going into the prime character menu, then pressing the X button.

sweetmozzarella

Quote from: hmsong on August 11, 2022, 06:33:09 PMThat's because with the default setting, you enabled the quick weapon switch with the X button, hence disabling the immediate ally menu.  You can still access it by going into the prime character menu, then pressing the X button.
I just realized it's a conflict with the 2nd weapon thing yesterday evening haha. Thanks !

werewolfslayr925

Thank you very much for doing this! I never played the game until after the SNESCE came out and, after hearing so much unchallenged praise for the game, was equally as shocked and disappointed as your wife was when she first saw the game. I thoroughly enjoyed the first Seiken Densetsu and hated the combat in Secret of Mana. This will definitely go on my playlist. Keep up the great work.
As the harbor is welcome to the sailor, so is the last line to the scribe.

illuminerdi

I love this hack (thanks for all the hard work!) but...

When Faster Enemies is enabled am I the only one who thinks that ranged enemies (Chobin Hood, for example) are a bit TOO spammy? They get awfully close to stunlocking me and my party members sometimes and they can be very frustrating to deal with.

Maybe this gets better once you get ranged weapons and/or spells to counter them with, but the first batch of Chobins in Phantom Forest are definitely on the unpleasant side...

hmsong

Quote from: illuminerdi on August 17, 2022, 11:04:33 AMI love this hack (thanks for all the hard work!) but...

When Faster Enemies is enabled am I the only one who thinks that ranged enemies (Chobin Hood, for example) are a bit TOO spammy? They get awfully close to stunlocking me and my party members sometimes and they can be very frustrating to deal with.

Maybe this gets better once you get ranged weapons and/or spells to counter them with, but the first batch of Chobins in Phantom Forest are definitely on the unpleasant side...

Probably only when you are cornered (and therefore you can't be knocked back anymore).  The Chobins are usually locked in a room though, so unless you're really unlucky, it should be alright.

marchegiano

#2293
I got stuck after rescuing flammie from the snake. The cannon man doesn't have any new places for me to travel to.

Edit - I was being dumb, went to the wrong cannon. My bad.

hmsong

Quote from: marchegiano on September 07, 2022, 12:23:31 PMI got stuck after rescuing flammie from the snake. The cannon man doesn't have any new places for me to travel to.

Not sure what's happening there.  I don't have any problem. afterwards.

August Drake

Pretty sure this is my favorite romhack.

marchegiano

Quote from: hmsong on September 07, 2022, 06:46:56 PMNot sure what's happening there.  I don't have any problem. afterwards.

It was me not the hack. I was going all the way back to the first cannon in the upperland not the one closest to the mushroom kingdom.

My bad, sorry fellas. I had played mana a few times prior I just didn't remember it properly and thought the hack was glitching. 100% me being stupid, hack's brilliant.

VashTheDonutman

Love the heck out of this romhack, but I'm having trouble with MSU1 playing properly on MiSTer FPGA.

The logo and main menu MSU1 tracks seems to load up fine but when I either start a new file or load a saved one, the frame rate seems to massively dip for a few seconds (when the music track is supposed to start playing) and then it proceeds to load the corresponding original SNES track. It does the same thing every time a new music track is supposed to start while playing as well.

I haven't had any issue with MSU1 audio on my SD2SNES or snes9x (or any other MSU1 game on MiSTer) - only this romhack on MiSTer. I've re-patched the rom, tried both the rom from the suggested source and other good sources, re-downloaded the MSU1 files, tried patching the rom with MSU1 settings enabled/disabled, formatting/re-installing my MiSTer files, and tried all older MSU1-enabled SNES core revisions without any luck.

Has anyone else had this issue or know how to fix it?

InterClaw

#2298
I think I've found a problem:


1.
I created my own version of the hack by enabling these three things:

+ Quality of Life > Inverted Ring Menu Rotation
+ Quality of Life > Inverted Shop Menu Rotation
+ Graphics > Japanese Button Colors

(I've always hesitaded/made the same mistake over and over again with the ring menues, so thank you for this! And the Japanese colors = European colors I guess(?) so makes sense for me to use.)

2.
I used beat.exe to create a .bps patch for the original rom. Using RetroArch btw.

3.
Then proceeded with playing the game for a while, but couldn't stand that Analyzer and Remedy had traded places. So I paused with the Start button and made a save state, figuring I would be able to disable that particular hack, create a new .bps file and continue from where I was.

4.
Opened up ZPS_Patcher.exe and realized there's an .ini file sort of remembering my settings (was confused there for a while). Anyway, disabled:

- Magic > Analyzer - Early Access

5.
Created a new .bps file, started the game, and loaded the save state.

6.
Now ALL controls are inverted. Moving around is inverted (bad). Switching rings up and down is inverted (bad). Rotating ring is inverted (good).


Unfortunately I had NOT enabled this setting in this installation of RetroArch (I thought I had):

Settings > Saving > Don't Overwrite SaveRAM on Loading Save State

... so I could not load from my latest .srm file after having started using this hack. I do have older backups pre this hack though.

Anyway, it seems like something breaks when trying out different configurations, if you're including the inverted ring options.

Before somebody asks:



Well... Tried to reproduce it now by going through the same steps and was unable to. Sure, I was not at the same location in the game (further back), so perhaps that can matter, or I'm misremembering a step, or sometimes things just don't work out the way they should (referring to before).

Bazzy

#2299
Hallo firstly, thank you for your effort combining all these useful patches into a single romhack and especially making it customizable to this extent!  :thumbsup:  I disabled pretty much all turbo features, because I didn't like the idea of getting rid of stamina and weapon charging all together.

I'm playing the game with "BSNES HD" and i'm getting a lot of slowdowns, not always noticeable in the framerate changing below on the right-hand corner. There are also some visible glitches, with the recolored sprites reverting between their default outfits and the current armor recolored version.


I do have a gameplay change question about the controls of both quickspell and quickitem menues.

Patterned Inputs reads:
QuoteControls:
  L) open / close quickspell menu
  D-Pad + B) select spell
  Y) switch to Purim's spells
  X) switch to Popoie's spells

Binding:
  In the ring menu, with the cursor over a spell, hold L, hold the D-Pad position and press B

I can not figure this for the life of me out. Weapon switching seemed to be just binding via RB and then swapping with X to change between the selected weapons. So I was assuming this is also supposed to work similarly just with LB and then the D-Pad, but I do not hear a confirmation sound when the spell is supposed to be bound? Hell, just looking at these steps, this sounds like a more cumbersome input combination than going through the menue, not quickcasting like you would think just hearing the name ::)  Is this really meant to be three to four steps instead of one or two?

The other option is called Simpler Patterns
Quote[_Simpler_Patterns] :
(Turbo)

Reduces QuickSpell input pattern complexity by using 8-way directions for the first input.

Example: Press L, Hold Up and Press B, Hold Right and Press B, then Press B to cast Cure Water on everyone.

One step less, apparently? But the Quickitems hack has a warning (?) on it, seemingly requiring the first version to work? I'm pretty puzzled by these descriptions, tbh. If I remember correctly, both SoM Remake and the precursor Hack to this one, "NewGameplayImprovement" was able to streamline quick casting to one or two inputs. I'm playing with an Xbox One Controller and hoped there are enough buttons on that thing to make this work? Maybe I''m missing something. I played the game from the start again and only now got Undine and Ice Spells. But yeah, those input combinations sound way more complicated than they need to, imho


Edit:

I thought about this more and wanted to explain my expectations and thoughts going into this system.
What I thought was I would get 4 quickspellcast slots, two for both the sprite and the girl, and after binding I do not have to rely on the ring menue any more, but apparently that is not at all how it works? The way this is done might be way more powerful, I'm not quite sure yet, but it's also overcomplicating things to the point of being a barrier to entry in itself. I have no idea why you would do it via pattern input if you could just put binding to LB + D-Pad, thus having four directions and inputting it the same way without opening the menue after its bound?

I still hope I missed something, but as of yet this is way worse handled than in the remake and even the hack this one is supposedly based off of. Not only that, and I have to do some more testing later today to figure out if the default configuration of the hack makes item usage even more frequent, or if that is just the impression combined with me not getting the hang of quickseplls or -items... In any event, this is wearing on my patience already, thin... sadly.

Edit: 2
I tested further and the simple pattern hack seems to be what I wanted.