it simply must be checked 2 or Me 3 at the same time I do so with the same controller when changing area like the video is not moving when he leaves the game sees the characters as in the tunnel and did what ca you see
I remember briefly looking at this, and it's not an overflow. The same address within a block stores experience gained by defeat in blocks corresponding to enemies, and something else (I forgot, and I can't access my notes) in blocks corresponding to party members. The game doesn't expect you to be able to kill your own party, so it assumes the number in that address is the experience you're supposed to gain, and adds that to the survivors' experience totals.
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
Oh I noticed the value FFFF while quickly scanning through the topic :P sorry for erroneously assuming it was overflow related :)
hmm from your explanation I don't understand why Wall is needed... iirc you can directly target party-members in SoM? or is there some direct check in the game that checks whether target is partymember? :P
Offset 18D, which for enemies contains experiened gained, contains the current experience you have for allies. The lowest 2 bytes of your current experience is therefore used.
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
the lvl 5 whipe charge strikes in all 4 directions, when this move is performed near a whip-pole while facing the 'wrong' way, the characters will actually jump the wrong way... combined with the super-charge glitch, this may save some time in a few places for a TAS
source = http://www.flyingomelette.com/oddities/oddities25.html
edit: oh... *old* news
Joined: 1/16/2008
Posts: 358
Location: The Netherlands
none of my emulators can play your movie (unsupported movie file) :/ what emulator version are you using?
note: your previous movie (hhssom.smv) played with the 1st entry without problems
I tried (copy-paste from "Help" menu entry):
Hi.
Actually, what's the best emulator for Som TAS ? 1.51 XX or 1.43 XX ?
Snes9X v1.43+ v13 (lua 0.05) ?
Which emulator is the best for Lua script ? Is it enough to put .Lua file in som tas directory with snes9x ? Sorry i dont remenber.
By the way, i will try to find how to manipulate the crit dam, i mean not just wait the good frame but to try to do a way to do the good x, y, z etc... movements, waiting, etc... for to get always the crit dam, considering the equation is always the same.
edit : is ok now for lua script. Im going on 1.43 v16 ( v17 makes me angry with cfg matter ^^ ).
You know, it's 26-page, 6-year-old topics like this that really make me wish there were synopsis pages pared down to information on route plans, useful addresses, LUA scripts, glitches, exploits, WIPs, run progress, etc.
I don't mind having to read something of this length, but I do find that it makes things unnecessarily difficult to follow. Hopefully I can get this read end-to-end later this week and see if I have anything new to contribute. At the very least I'll try and make some detailed, well-organized notes on all the pertinent information.
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
The place to put the organized info is in the Game Resources. If you make up some notes we can put them up on a SoM page there.
By the way, what version should I run HHS's WIP? 1.43v16 and 17 both desync with default settings.
Ya? I've read this topic through from first to last post but so far I've only made notes for up to page 13 or so. I've never worked on a TAS of my own (and probably never will) so I wouldn't be able to vouch for the cogency of the final product.
Still, if anyone would actually care to see a resource page for this game I'd be happy to keep on working on this stuff and see about supplying a final report to an editor.
I think we all agree that Secret of Mana, if for no reason other than its massive popularity, deserves a TAS after so many years. The idea of a game "deserving" a TAS is what drove me to run Crusader of Centy. If you love the game, you'll help out in whatever way you can.
That said, there is a lot of information in this thread, especially that 10-page-long analysis of the game engine someone posted back in page 16 or so. If somebody is working on a formal report for the Game Resources page, then I'm not going to duplicate the work, but if they are having trouble, give me the go-ahead and I'll consolidate the data in a more readable form. You can work out the formatting, editing, and contextual uses in a way befitting an article.
So, I'm still going through my notes and compiling information for a possible resource page (and probably an in-depth FAQ). It's a lot to organize but progress has been steady.
Anyway, I thought that in the meantime I might as well give my input on a few bugs I myself have experienced. In the first several pages the following was reported:
I myself have experience something similar while playing the Virtual Console port of this game on the Wii. While grinding in the Upper Land I cast lighting and for some reason the palette flashing effect kind of got stuck; all the walkable tiles ended up staying the bright color they change to during the spell's animation. It didn't go away until I entered the cave on route to Matango. I didn't realize if this affected my stats at all, but if this bug is reproducible and it does effect stats it might be useful to experiment with.
Also, last time I played this game I got stuck in walls on at least three separate occasions. I'm not sure how this happened (probably got knocked there by an enemy), but in each case I had to use the whip and Flammie Drum to cancel out again. If this bugs were better documented it might provide for some useful time savers, especially near doors where it wouldn't matter if you get your other character's stuck behind walls.
Finally, last time I played this game I had it just BREAK during the Mana Beast Fight. The animation in which it flew from the right side of the screen to the left just kept on repeating, and repeating, and repeating without ever engaging any attacks of its own or being vulnerable to my own attacks and magic. I ended up having to reset so this got me wel pissed off. If anyone know what might have happened, I'd be glad to hear about it.
Right now I'm playing the Japanese version just for language practice... Maybe I can see about repeating some of this stuff.
Hi there, sorry for 'necroposting' this topic. If I'd try to TAS this great game I fear I would fail anyway. However, out of curiosity I'd like to ask about some stuff HHS posten on page 22 and some more.
What does this mean?
On flying omelettes page there was the claim, that the more Shadow-Zeroes you find in the chests, the more will appear in the animated spell.. Anything to do with that?
And further about something else. Someone posted a video of a "let's play SoM" with an interesting glitch. I'd like to add, I had something similar several times. However, the NPC-Character wasn't pushed back through a wall, it rather simply went backwards into the "nothing", using his AI to position itself. This happened Particularly often after a whip-jump in the mana-fortress. Does this have to do something with the so called "float"-status? I think the NPC backed of into the nothingness before I had control over my characters again.
About the Raffi in the Mountain: Is this actually a bug, that he doesn't always appear? I can remember seeing a screenshot, where there was a chatbox but no Raffi - so I guess it's a bug.
Using the charge-glitch it should be possible using the whip for some shortcuts, right?
Is it usually faster to use the charge-glitches instead of magic? (I guess so)
As I said, out of simple curiosity..
The whip glitches have come up a lot but to my knowledge nobody's really come up with an instance where they could be used to save a significant amount of time.
Also, as far as I'm aware, the charge-glitch is the fastest way to progress through the game. Although, it seems that there are two charge-glitches. The first works by switching weapons between characters and the second one involves going into the menu and changing settings.
I haven't actually done any TASing so I can't be of much help, but I do have quite a lot of notes for a resource pages... I really should do something with those sometimes soon.
I recently found a rather interesting video that may provide some shortcuts:
http://www.youtube.com/watch?v=z0HRNWkGSzQ
I think this may be somewhat related to my events - if it isn't an emulator only glitch. And I don't think it is, as the poles are generally fairly glitchy. I guess there is somewhere a flag set to 1 while you normally can't move that allows your characters to travel through non-walkable-obstacles (as with my occurance, I believe the NPCs backed off while I still was unable to control the character). I wonder whether this also would allow us to go out of the screen with a character...
In case there really is such a flag, is it reset to non-walkable when a screen transition happens? I mean, it's worth a try to 'activate' the 'floating' while in the same frame changing area (though, that may be impossible due to the 5 frame(?) rule described earlier)
Using this technique we may be able to use some pole-skips without even equipping the rope. Only problem being, that either an exit/entrance or another pole is required to regroup.
If I recall it correctly, the pushback through the wall in the "let's play SoM" was also near a pole.
Sidenote: the "gogogogo.." thingy described in the video is as far as I know a fairly known occurance, if the girls name would be called but you didn't type it in as of now. (in Pandoria there is a bug, where if you didn't name the girl yet an NPC also 'says' the same thing instead of calling her name). I like it..
Once again, sorry for posting such stuff without the real intention of doing a TAS. I simply find it interesting and this stuff swirls around in my mind since quiet some time ^^
edit: Something else came to my mind: It seems to be impossible to manually walk while 'hitting the pole', discarding my idea of the float-flag. However, I've got another question now:
Which "attack" is being executed when you do the rope-jump? May it be possible to force this via charge-glitch or is it bound to the poles?
This just counts the number of times you've pressed R while holding A and L. After pressing R 39 times, the word NAS appears on the screen. I am guessing that Nasir implemented this to prove his involvement, in case Squaresoft should forget to pay him.
And further about something else. Someone posted a video of a "let's play SoM" with an interesting glitch. I'd like to add, I had something similar several times. However, the NPC-Character wasn't pushed back through a wall, it rather simply went backwards into the "nothing", using his AI to position itself. This happened Particularly often after a whip-jump in the mana-fortress. Does this have to do something with the so called "float"-status? I think the NPC backed of into the nothingness before I had control over my characters again.
It could be. This is the part of the game script that is related to whip-jumping:
06F8:
CA924E hold
CA924F ifbetween 03 1 1 jump 06FA ; If the "on jump tile" flag is set, proceed to 06FA
CA9254 setchrvar talker.19B 00
CA9258 action talker 80
CA925B complete
...
06FA:
CA927A ifpeq talker.1E4 04 jump 06FB ; If the acting character's weapon is the whip, proceed to 06FB
CA9280 call 0007
06FB:
CA9283 loopaction talker 95 ; Whip fastening animation
CA9286 complete
CA9287 call 0410
CA9289 gather
CA928A inc 01 ; Set float status
CA928C iftalker man call 06FC ; Move man, woman, then sprite
CA9290 iftalker woman call 06FD ; Move woman, sprite, then man
CA9294 iftalker sprite call 06FE ; Move sprite, man, then woman
CA9298 center
CA929A dec 01 ; Clear float status
So, if the script is somehow interrupted between CA928C and CA929A, the float status remains set. I don't know how that can happen, though. 7E00D0 holds the current script state.
About the Raffi in the Mountain: Is this actually a bug, that he doesn't always appear? I can remember seeing a screenshot, where there was a chatbox but no Raffi - so I guess it's a bug.
This happens when there are already 3 enemies on the screen. The game can't handle more than 3 NPCs in the fighting areas.
I guess there is somewhere a flag set to 1 while you normally can't move that allows your characters to travel through non-walkable-obstacles (as with my occurance, I believe the NPCs backed off while I still was unable to control the character). I wonder whether this also would allow us to go out of the screen with a character...
In case there really is such a flag, is it reset to non-walkable when a screen transition happens? I mean, it's worth a try to 'activate' the 'floating' while in the same frame changing area (though, that may be impossible due to the 5 frame(?) rule described earlier)
Bit 0 of 7ECF01 enables walking through walls. It is not reset during screen transitions.
Using this technique we may be able to use some pole-skips without even equipping the rope. Only problem being, that either an exit/entrance or another pole is required to regroup.
The characters only gather at jump tiles if the player has the whip equipped, but they also gather when talking to Neko.
Which "attack" is being executed when you do the rope-jump? May it be possible to force this via charge-glitch or is it bound to the poles?
Action 9E, but it's useless, and there is no 9E in the attack table either. The aforementioned bit must be on to pass through walls.