praetarius5018

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Everything posted by praetarius5018

  1. Road to 2.0

    As I said, I've no idea what to do with Kevin. There's only so little that fits him thematically. I didn't want to give all 4 classes the same spells and "god"hand having say over the elements doesn't seem too far off to me. Also its mostly meant as a penalty for going for high heal power early. Kevin was imo good enough as he was and with the change he gain up to 4 extra spells for free. I needed some garbage to fill his spell slots, really. Kevin gets bonus spell damage from PIE. But yeah, trading Rockfall and Dark Force makes sense, Power Down and Water Jutsu as well. So take 2:
  2. Hmsong's non-SoM patches

    I'm quite certain it was done on purpose. They knew that magic was OP in Secret of Mana so they tried to be cautios here, too much really. Go ahead. Very complicated, and it stays where it is.
  3. Hmsong's non-SoM patches

    Def change was 25%, magic I think 25% for damage, 20% for defense. They all use the same value, so yes.
  4. Road to 2.0

    Kevin I'm not entirely sold on this. Since most Kevin classes have like 6-7 spells currently going up to 10 (out of 12) is a major buff. So I made his stat requirement much steeper than anyone else's, like usually it is 2-3 point between each spell here it is up to 5. And anyone that sees the sets of Godhand/Deathhand or W.Monk/Dervish as obvious counterparts is surly imagining things.
  5. Hmsong's non-SoM patches

    Just a fix for the crash caused by attacking in chibikko state.
  6. Seiken Densetsu 3 Sin of Mana - Discussion

    1A, 1C, 18 - I don't see anything. I'd be more helpful to know "when" that happens so we can track down the cause.. Tbh, not at all.
  7. Seiken Densetsu 3 Sin of Mana - Discussion

    Yeah that sounds like it'd be that effect I found. Anyone else had this? I've no idea what to look for here.
  8. Hmsong's non-SoM patches

    In the window where you set breakpoints there's in the middle a section with the header logging. Check the box next to CPU and all instructions will be written to <rom name>_0000.log. The logging ends when you uncheck that box.
  9. Hmsong's non-SoM patches

    Better try the .log file.
  10. Hmsong's non-SoM patches

    Energyball sets your crit rate to 50, in this case ~20%. The saving happens at D0/E580. If you want to look where that value came from you may want to put a breakpoint execute there, check Logging:CPU (preferably only close to the end of the spell animation) and then check the output log in the log folder.
  11. Hmsong's non-SoM patches

    Sure. I meant the value that is in A when we get to the JSL, so the LDA is the right one. Yes.
  12. Hmsong's non-SoM patches

    Please read this again: the way it is programmed it is programmed you need to give our intended max value but +1 to the RNG method. or rather the exact value doesn't matter. It takes the value that is currently in A, so you have to check where that came from and change that, hint: the instruction directly before it. no, you want the SNES addressing there, so 22 40 F1 D3. SNES does NOT know our addresses in the hex editor. Just be happy you don't have to deal with headered Lo-ROM, that is a headache and a half.
  13. Seiken Densetsu 3 Sin of Mana - Discussion

    Regular Grell have chibikko, Grell Mages moogle status. Since moogle makes you auto-miss it doesn't reach the problematic section.
  14. Seiken Densetsu 3 Sin of Mana - Discussion

    Do you recall if the mini status was involved? I just found out that if mini status is active and you perform regular attacks one pointer is wrong and modifies some data it shouldn't, so obviously unpredictable results.
  15. Hmsong's non-SoM patches

    Go on, follow the code a bit more. Rarely is anything as simple as finding it directly within 2-3 instructions. Exactly that JSL $C00620.
  16. Hmsong's non-SoM patches

    Good, when the game freezes that way it has reached the breakpoint, now you have to the other instruction I gave:
  17. Hmsong's non-SoM patches

    Try again with the breakpoint set as execute. Execute - when the address is to be executed as code Read - when the game wants to read from that address in store it into variable A,X or Y Write - when the game wants to write to that address, if for some reason a value is to be stored at a ROM address we're in massive trouble, at best the emulator crashes. If in doubt check all three. That's what that page should help with: JSL Jump to Subroutine 22 Absolute Long 4 JSL is the asm representation Jump to Subroutine - explains what it does: continue code execution at the address given. * 22 is the hex representation absolute long means this code expects an explicit address, all 3 bytes 4 tells you how many bytes the full instruction needs, it this case 22 as the instruction + 3 bytes for the address to be used *for longer explanations of what the codes mean search for the asm code and you'll find lower on the page: JSR - Jump Subroutine JSL - Jump Subroutine Long If you already know a programming language, this is basically calling a function. This performs the same as JMP except the address of the current program counter is saved. In subroutines, the RTS and RTL are used to return back to the saved address.
  18. Hmsong's non-SoM patches

    Find some free space as described above. I suggest the end of D3/xxxx. B1 34 18 69 06 D1 36 90 02 B1 36 91 34 6B D0/E589 B1 36 91 34 -> 22 zz yy xx, where xxyyzz (in that order!) is the address your code will go to. One last try. Take the debugger, put a write breakpoint at D0CACA, try to hit an enemy, the game should stop. Use "step into" until you reach an instruction for JSL $C00620. The LDA #$0065 before that is the range used (+1 because reasons).
  19. Version 2.060

    12400 downloads

    Major features: Equipment offers various bonuses instead of a simple attack and defense progression Rebalanced classes, stats and spells, almost everything is usable now Modified formulas that keep even high level techs useful Expanded inbattle options with running, regular strong attacks and counter techs Passive MP regeneration with high cost spells: be smart with your magic Extensive boss AI changes Accelerated level curve: from class changing at the earliest mana stone to facing the final boss at the level cap Transformed the shield slot into a second accessoire slot for everyone, shields count as regular accessoires Increased inventory capacity to 20 per item type instead of 9 Tons of bugfixes ranging from agility stats not working to Kevin's wolfform stacking attack bonuses 5 difficulties to choose from, covering the spectrum from "easier than vanilla" to "Atlus would be proud"
  20. Road to 2.0

    [numbers] I didn't really pay attention to how those distributions end up, only that they kinda fit with the class idea I had. Also you missed non-elemental (damage) spells. One boss is pseudo weak to them (resist all other elements) and a few mobs could be said to be in the same boat. Leaf Saber feeds into Aura Wave. Aura Wave gives 5 TP per cast and with the global TP nerf (max once per attack) this might now actually be useful to repeatedly use.
  21. Seiken Densetsu 3 Sin of Mana - Discussion

    I wanna keep it consistent; the enemies currently immune to thorns deal magic damage with their regular attack. If we make other enemies immune to them as well we just create more and more exceptions the player has to keep track of - and the game is already a mess. that's still a bug I should try to fix It is currently 12.5%. (Powers of 2 are much lighter on the already strained CPU.)
  22. Seiken Densetsu 3 Sin of Mana - Discussion

    It was called Hardtype in the beginning but it got a proper title around 2016. So depending on when the LP was it may be correct or an error. Maybe. That armor is one of those ideas where I know that I should probably nerf it a bit but don't know how (less damage reflected does not change status reflection abuse) and dropping it is something I don't want to do. Maybe I should mark it as cursed (can never be removed once equipped) and call it a day since 80% of the bosses don't interact with that effect. I was ok with it initially. I bit of extra cash shouldn't change balance that much. Then advice got aggressively onesided so it clearly was a problem. This is one of those things where I changed my mind over time. At the start +25% damage seemed like a nice but not a must have bonus. Then much later I got the impression that people would just stand around/sleep in inn or whatever and waste much time just so they can have this bonus as much as possible for bosses. I don't really know what to do with this tbh. On one side it just gets in the way of the game flow and even punish the player if they don't pay attention (e.g. Xan Bie on fire day) on the other it is kinda a unique feature in this game in that ingame time actually matters.
  23. Hmsong's non-SoM patches

    Didn't test. Since both our edits are applied to different locations: both. I ONLY switched what is displayed in that menu, so Deathhand is still Deathhand, stats and skills and all.
  24. Road to 2.0

    He has already speed up, speed down, def up, power up, energy ball, life booster next to heal light and tinkle rain. He's basically Vanadise without being Lise at that point.
  25. Road to 2.0

    Duran