hmsong

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Everything posted by hmsong

  1. Hmsong's non-SoM patches

    What da?! I sure would like that version. Is that the version where Lise's default name is spelled Riesz? And your translation version doesn't say whom it's by or anything like that in the beginning? For example, the 1.01e version says it in the character selection screen. If I knew who it was by, then I can search for it (hopefully) and download it myself. Unless, you're actually willing to post/send the translated ROM.
  2. Hmsong's non-SoM patches

    Oh my. I didn't know that. Crap, I hope me screwing with some spells didn't screw up some of boss attacks (ex: I gave Rainbow Dust a non-damaging self-enhancements, and gave Ghost summon the Angel's Grail effect). Okay, I'll try that. I just wanted to see how to make the caster finish the casting animation before the spell animation comes out. That's really annoying for me. Btw, something neat I found out (that you may want to use for 2.0). The spell ID: F5 (it's called SBD) has a cool animation where the caster casts TransShape to the target, then immediately follows up with Thunder Jutsu. And the caster finishes his casting animation too. You may want to use it as a ST version of Double Spell. I know I am. Btw, which translation patch are you using for your SoM? You don't seem to be using NCorlett+LNFT patch, since you called Detect "Analyser" and Iormungand "Jurmungand". That means whatever patch you're using, you're using the more accurately translated patch. But someone already said that the official Trials of Mana is incompatible with your SoM, so that must not be it.
  3. Hmsong's non-SoM patches

    I thought Zabel Fahr's firebreath is a normal attack completely unrelated to Gremlin spell. Do they share the same stats or something? Because obviously, they do not share the same name nor spell animation (well, its firebreath isn't even screen freezing spell, so I thought it was a melee attack that uses INT stat or something). Wait, did you mean that some melee attacks don't freeze the screen? Because if so, I know that. But my point was that spells like Sky Attack, Feather Blizzard, Gas Cloud, and Revenge Spike are probably screen freezing attacks too, just like how Power Punch (from Jewel Eater) is a screen freezing attack, even though my character doesn't do any animation if I were to use it. Okay, let me rephrase my question. For example, Diamond Missile animation is at 17E204~17E207, and the values are EA CB 06 CD (EA CB is for ST, and 06 CD is for MT). I understood that part. I'm guessing EA CB is pointer to some another address in the ROM, and 06 CD is a pointer to some another address -- after all, each spell animation takes a lot of bytes, so there's no way EA CB is the animation itself. The problem is, I don't know where the pointers are pointed at. If the values were xx yy zz, I would think the address is zzyyxx in the rom, but there are only 2 bytes. I initially thought it would be 17yyzz, but that turned out to be false, since some spell animations like Pink Typhoon is 59 E2 (17E259 would not be the correct address, since that's the address of the spell pointer for Power Up spell). Perhaps I'm not understanding what "friends" pointers are.
  4. Hmsong's non-SoM patches

    I was specifically talking about NCorlett+LNFT v1.01 version, since that's the only English version I know exists. I'm sure v1.00 existed too, but I was unable to find it (nor any other English translations). In any case, if you can tell me the spell name pointer specifically for NCorlett+LNFT v1.01 version (the most common English version), then I'd appreciate it. This isn't for any of my public release though, since as you pointed out, there are other language translations, and I don't want to mess with it. I think the attacks are all screen freezing attacks. So none of them could be "normal" attack, and they would definitely display the names of the attack before it coming out (they displayed the name when I used it). Some sources tell me that indeed Spined Kelp is Gildervine's attack, but I never seen him use it. Gotta try again. I tried playing around with Tzenker, Lightgazer, and Mispolm too (I basically gave myself infinite HP and sat stood around to see all their attacks, for all bosses, actually). They never used any of the spells. Still, I know you changed boss behaviors for SoM, so you're probably right about them having the spells available, but could you tell me how to make those guys use the spells? Maybe there's a special condition to make them use it? (level?) I think Kaiser Mimic has Surprise Box Bomb (ID: 85), not spell Bomb (ID: A9). I never saw Ogre Box using any screen freezing spells. But I didn't really explore the Mimics though. Gotta check that out. I tried that. I first thought the animation is at D7E780. But the animation didn't exist (it was a blank animation). So I tried numerous other things, and the animation in D7E5DC resembled Dreamsee Herb, but it didn't have any effect either. Btw, I thought all addresses are 3 bytes (before value), but the animation pointer seems to only have 2 bytes (assuming ST and MT are separate).
  5. Hmsong's non-SoM patches

    Whoa, really? I figured that as long as I don't actually touch the text themselves, and only mess with the pointer, I would be okay (just like I'm messing with the animation pointer, rather than animation themselves). Damn, that means I can't use the Ancient 2/3 slots. Do you know any enemy spells that has a name and are not being used by the game, whether they are normal monster, boss or even events? Here are the ones I can't find any enemies using (some don't even have animation, although they seem to do damage), but could you confirm? Sky Attack Feather Blizzard Gas Cloud 100 Tentacles Squid Ink Tidal Wave Revenge Spike Sandstream Spined Kelp Bomb (the non-trap version) Bloody Axe Also, is there a way to give a spell the Dreamsee Herb effect? I want to give that to Pressure Point, but the data in D1B090 isn't giving me any info, since it seems to be a dummy effect. Btw, I figured out what spell flag 12 does. It does fixed damage of the... spell ID (Diamond Missile is 01, so it does 1 damage, and Unicorn Head's ID is 3C, so it does 60 damage). What a weird spell.
  6. Hmsong's non-SoM patches

    I see. Thank you. If I couldn't do werewolf boost or starting level edit, then I assume I won't be able to change the animation edit. Oh well. It seems that there are some vanilla spells that doesn't complete the casting animations, such as Axe Bomber and all of trap spells. I assume what you posted for the animation was the animation pointer. Is there one for the spell names? There are unused spell slots (namely Ancient 2 and Ancient 3), and I want to use it to create new spells. I can change the effect, and now the animation (well, use the ones available), but I don't want them to be called Ancient (I don't know if there are any spell names that are not being used). Of course, since I'll only be changing the pointer, I assume I'll have to use the existing names instead of coming up with something of my own, but that's fine. I intend one of them being Smoke (the trap spell), since it's one of the convenient spells that has ST and MT animation (ST animation isn't used in vanilla, it seems). But I don't want to change the vanilla Smoke trap.
  7. Hmsong's non-SoM patches

    No, I don't have the option. I only see this: The plus button is "MultiQuote". Woot! That is useful. Thank you. I'm only coping/pasting the animation, so I can make use of what you posted. Sigh. I can't give Demon Scream animation to Black Curse, since Demon Scream doesn't summon Shade. Well, I can assign the animation, but I don't want to, because it doesn't have Shade animation. That... limits my options a lot. I just noticed this, but it seems that for some spells (like Detect or monster-only spells), my characters freeze in mid-cast motion, then finishes the cast motion after the spell animation is already finished. Is there any way to fix that, at least for Detect?
  8. Hmsong's non-SoM patches

    Hmm. I can't do anything with the type flags, since it's either too powerful (0C/0D) or too useless (23). I'm not sure what you mean by, " set POWER1 1-5 to ORA respective resistance by spell's element, POWER1 6+ to reset all resistances ". I'm guessing Power1 is the multiplier (14th byte). Do you mean change the value of 14th byte to 01~05 to resist particular element? So, Diamond Missile animation (ID: 01) is from 17E204~17E207, and the vanilla values are EA CB 06 CD? And Earthquake spell (ID: 02) is from 17E208~17E20B? Then what about magic items, such as Paladin's Proof? (ID: 01) I suppose I'll just avoid giving ST spells the MT animations then. Hopefully, giving MT animation to ST spell won't cause a crash.
  9. Hmsong's non-SoM patches

    I was quite sick for the last few days (hypotension, of all things). That sucked. I'm still having trouble. I tried to follow what you were saying, but I... can't seem to actually do what I want to do. I mean, I can see the addresses in [], but I don't see how one address links to another. I can find the RAM codes of level, stat, etc, but I can't seem to apply that to ROM. So sad. And my physical condition isn't helping the matter. I give up. I truly thank you for your help, but I feel like what you're trying to teach requires prerequisite knowledge, and therefore beyond my ability. So I shall. I don't want to mess with weapon logic. I'm guessing it'll screw with Moon Saber. On a different matter, for the 9th byte of spell definition, I found the following (including the info that you provided me): 00: Damage (+SE Cause, +Debuff) 01: Heal - Depends on stat 04: Saber 05: Debuff and SE Cause 07: SE Purify 08: Buff 09: Critical Hit, Aura Wave, and Counter Magic 0A: Traps (percent damage based on Max HP) 0B: Half Vanish (percent damage based on Current HP) 13: Heal - Fixed amount 15: MP Recovery - Fixed amount 18: Exorcism (works only on Undead enemies) 19: Weapon Special (Lv2/3 Tech) 1A: Magical Rope effect? 1C: Revive from Death 25: Anti-Magic 27: Death (checks for Level) In addition, 12 does fixed damage on a target (not sure what determines the damage though), and 17 does some sort of unfinished Detect thing. Are there any others that can be used? (maybe some spell logics are available, but were not used?) Also, could you please tell me what address determines the spell animation? (ex: Saint Saber's spell animation is linked to xxxxxx address for xx bytes). I can change the effects of the spell, but I can't switch the animation of a spell. For example, I want to give Black Curse the animation of Demon Scream, but I don't know how to do that. Or give Unicorn Head spell the multi-target animation (just does vanilla animation for all 3 targets). Or give Good Luck Die the Counter Magic spell animation instead of Life Up animation. Or use the Angel's Grail animation for some random spell.
  10. Road to 2.0

    I noticed that for the 9th byte of the spell definition (the one that decides what the spell does -- damage, buff, debuff, heal, etc), some values aren't used. 12 is for fixed damage (not sure how the damage is calculated), and I think 17 is unfinished Detect spell (it tells the current/max HP of the target and perhaps weakness, but it also has some weird texts too). Perhaps you can apply some of those for SoM 2.0.
  11. Hmsong's non-SoM patches

    Wow, this is hard. I couldn't do either of them. This is... disappointing. Damn it. I thought werewolf would be easier, but in the end, I couldn't do either of them. It seems I'm just... not understanding it. I mean, I understand that LDA copies a value from the given address to another address (A), and STA takes the value from A and copies it to the given address. But I don't understand how 7ff743 and 7ff753 are connected, since one is $34 and the other is $36, which means "A" is different for each address. Sigh. On a different matter... I noticed that if I give Luna element to a magic attack, it ends up hurting me instead (I figured Luna magic would allow me to absorb HP or something, since Dryad element absorbs MP). Is there a simple fix for that?
  12. Hmsong's non-SoM patches

    Huh? How did you figure out that 7ff743 came from 7ff753? I mean, I know they have the same value, since they resulted in the same thing when I searched for Kevin's attack value, but looking at the picture I pasted earlier, I don't see how you got 7ff753 from looking at 7ff743. The value is at D0D871 is 91 34, which doesn't seem like anything close to 7ff753. It doesn't even seem to be pointing at d0d86f. I don't mind chasing origin after origin, as long as I know how to chase and know what to look for.
  13. Hmsong's non-SoM patches

    Apparently, I misunderstood. I thought I have to find the ATK first, and for some reason, I misinterpreted that as solving the werewolf form first (I thought buff = werewolf). Now that I read back, I feel stupid for misreading. But it's true that I want to decrease the werewolf bonus boost, since I hated seeing Kevin being so stupid OP (esp with his Energy Ball). Thank you for the specific instruction on how to make a logging file. I was doing it all wrong. Way wrong. I started logging before Kevin transformed, then transformed, then waited until the game froze. Boy, was I off. One thing at a time. I shall proceed with whichever one is easier first, then proceed with the harder one. Here's what I got for werewolf boost: I feel like there's some real progress there. I hope that's a progress. Okay. They seem to give the same info. It doesn't seem to point to any particular address, unless D0D871 is supposed to mean something. As for the level joining, I have a saved state before an ally joins. And I found the level edit RAM address for joined ally at the waterfall (I got this by simply leveling up the ally, which is 7ff111). But what do I do with this info? Btw, thank you for suggesting HiEditor. I can actually open this file, and the computer doesn't freeze.
  14. Hmsong's non-SoM patches

    Damn, I wish I could upload a video or something, but I can't (can't record my computer screen, because Game Bar is not working). Here's what I did: Well, the log file from non-split resulted in a huge notepad file, so I couldn't even open it (my computer simply froze). So I had to use Split. Anyways, for the last file (before Breakpoint froze the game), I couldn't find 7ff743, but I was able to find its equivalent, 7fee43 (this code is used in different map for the same attack edit): But now what do I do? Well, I certainly would like to find that, but my real goal is to edit the joining level for the allies (default is Lv04, which in code is 03, as you mentioned earlier).
  15. Hmsong's non-SoM patches

    Okay, I did that. I don't see anything resembling 7ff743 in the log file. And I don't know what value I'm suppose to search for. Hmm. What am I supposed to search for in the log file? The value of Kevin's attack power?
  16. Hmsong's non-SoM patches

    Uhh. Sorry, but I did not understand that explanation. "going from the write to 7ff743 backwards"? What does that mean? And math? I remember there being 25 - Luck for TransShape, but I don't know which code goes with "Luck" or "-". Could you tell me some of the math codes that I need to know to find the Kevin werewolf boost? Also, so I need to search for "07" for Kevin's werewolf boost? Or is it another number? (ex: Level was [Level - 1], so in my case, I had to search for 03 instead of 04).
  17. Hmsong's non-SoM patches

    Okay, for changing werewolf form boost, I found out that there are 3 addresses that deal with Kevin (P1)'s attack power -- 7e3390, 7ff743, and 7ff753 (in the final Mana Holyland). I'm guessing it's 7ff743, since changing that seems to change the numbers shown in the menu screen. I put the breakpoint, and I logged it -- lots of logged files, from 0000 to 000A to 0034. But now what do I do? Sure, I can open the files using notepad, and it has lots of codes, but I don't know what I'm supposed to search.
  18. Road to 2.0

    Oh. Too bad then. Well, it was worth a shot. It's an interesting idea though. Damn hard limits.
  19. Road to 2.0

    Another idea. How about creating a spell which actives the treasure trap wheel? (target is enemy) And depending on what the player selects, it activates different trap spell (or any other spell). You can probably use the slots for Trap Level 1 and Trap Level 2 (Genova uses that). Trap Level 1 can have Arrow, Spike, and Smoke, while Trap Level 2 can have Stone, Bomb, and Mr Death God (which slot comes up depends on Luck). Or hell, you can also have OK slot, which is basically a dud (doesn't activate anything and ends up wasting time and MP). On the other hand, when an enemy uses the spell on you, you can purposely select OK to make the enemy spells miss. It'd be neat to have Ogre Mimic and Kaiser Mimic that will fight by your side (similar to how enemies can spawn enemies), but I'm guessing that's pretty much impossible to work with, given how the game can only have 3 enemies on the screen. Not to mention you'd have to program an AI to fight by your side and attack enemies.
  20. Hmsong's non-SoM patches

    Ohh, so that's why I couldn't find the werewolf change I was searching for STR values. I guess the number I'm looking for is the one displayed on the Equip screen. I gave up mid-way, because I couldn't find it. Dang it. Okay, I'll approach it in that sense. Thanks. Yeah, I found out (the hard way) that level displayed is actually Level-1. I struggled for a bit to find that info. Thanks for telling me nevertheless.
  21. Road to 2.0

    Ah, so it's already being used. I didn't see it in the change log (or maybe I missed it), so I thought I should bring it up. I'm just generating ideas. Then again, of course you would have figured out anything I can think of.
  22. Hmsong's non-SoM patches

    Okay, I guess I was not being specific enough when I asked that question. As you said for werewolf, I can change his STR stat and then change to werewolf form to see the difference -- 2 reference points to compare. But for the initial level of joining, I can't. There's only 1 reference point. I can change a character's level just fine during the gameplay (RAM), but I can't change the initial level when they first join (neither ROM nor RAM). There's no 2nd reference point for me to experiment. That's why I can't use the same method. Or is there? If so, could you tell me what I should look for as a 2nd reference point? For adding $80, are you talking about the "Memory Check" part? (shown in the picture above) So for FM Hugger (I'm guessing my picture is looking at that map), it's $FE2F32? Yeah, I noticed that. It's esp noticeable in the beginning. Of course, that can be changed if you changed Lise's stat "cap" (which what I'm trying to avoid doing, since that may really screw up the enemies' difficulty in mid-dungeon).
  23. Road to 2.0

    I know you already improved Half Vanish so that it'll affect bosses. But you can use the former Half Vanish's effect to Hawk's trap spells, except instead of doing %-dmg of current HP, you can have the traps do %-dmg of max HP. Just use "0A" for the 9th byte, instead of "0B". You can even give it some element so it'll be affected by the day (already tested and confirmed). However, just like the original Half Vanish, it won't affect the bosses.
  24. Hmsong's non-SoM patches

    Hmm. I played around with the exp points, and apparently, when a character joins, it doesn't matter what the exp is -- it checks for Level. And in this case, it's Lv4, regardless of what the required exp is for Lv4. Damn it. My intention is not to reduce the boss strength (nor its level), but not increase it either. That's why I'm trying to reduce the character's level when they join. That way, I only need to edit the stats for the first 3 levels of a character, and it won't affect the bosses' strength. Do you know how I should go about that? It would help if I at least knew its bank. I actually tried using map jester some time ago (found it on RHDN), but I couldn't really figure out how it worked. It loaded the game, but after that, it didn't tell me anything. The only thing I could do was look at some of the maps. Really, there's no guide of any kind for me to use this to its potential. Do you know if there's any kind of guide somewhere? I only read the attached document, and it simply tells me what some of its capabilities are, but not tell me how those are done. Why would you not want the Jutsus to be AGI based? Hawk has high AGI, so I figured jutsus based on AGI would make sense. It's got weak multiplies (6), so it doesn't do much damage though. Btw, I can see why you decided to change everyone's max stat limit, strength, level, equipment power, and everything else for SoM. Balancing is hard. Very hard. Christ.
  25. Hmsong's non-SoM patches

    Yeah, so I thought about making Holy Ball and Saint Beam into INT based (but keeping Heal Light as PIE based). But I felt that it would mostly make PIE even less useful, since it means that most enemies will be using INT based attacks. I figured one typical spell that can be bought from black market should have PIE based attack. Ah, so that's what it is. Thank you. I shall test to see if making some boss attacks using AGI stat instead of INT will make some fights more interesting. Btw, here's what I found out about the beginning few bosses (I used Ghost's Eye to manually test out what the bosses' levels are): Level FM Hugger 04 Machine Golem 04 Jewel Eater 06 Tzenker 10 Genova 12 Bill & Ben 12 Gorva 13 I tried to make the first two bosses (FM Hugger and Machine Golem) easier by giving higher stat to the player characters in the beginning (+1 for all stat), but that also raised bosses' stats, which made them even harder (even with the bonus stats). But I can't just lower the Lv4 stats, since that'll lower the stats of the players later joining (they all join at Lv4). Is there a way to make the later characters join at Lv3 instead of Lv4? Perhaps an address where I can edit their initial experience points?