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Secret of Mana Graphical Offsets
09-29-2011, 08:56 AM
Heheheh, thankee! Hoo, I really need to figure out a good way to speed up the process a bit, though The last thing I was trying to do was figure out what all the graphical header bytes for areas did, then I screwed around with tile construction data (which is kinna compressed). There's a bit of a wrinkle with the way maps are put together since some tiles are compressed, some aren't, and I haven't bothered trying to find the subroutines that handle the latter
09-29-2011, 07:28 PM
Ohh, Interesting!!! I've seen your youtube channel, amazing work and dedication trying to figure out all the code!!
Quick question, were you able to decipher event commands? Like which command loads a different map? Or makes a character walk, say, 4 tiles?
Quick question, were you able to decipher event commands? Like which command loads a different map? Or makes a character walk, say, 4 tiles?
10-01-2011, 03:14 PM
Well, I suppose loading a map is more to say that it takes one of a number of predefined exists into a given area (and there can be multiple ones there, since some rooms in the palaces are just part of the same map); 18xx is that command, though it &'s with 0x3FF to determine what exit to take.
Character movement in an event is a little funky. That would be command 32nndx:
1. Where nn is the character in question and can be 01: Boy, 02: Girl, 03: Sprite, 04: NPC #1, 05: NPC #2, etc.; largely that follows the order their character data is laid out in memory, though I believe 00 has been used (of the two of us, she's worked with events a hell of a lot more than I have).
2. d is the direction and can be 0 for up, 4 down, 8 right, C left.
3. x is the movement distance and can be up to itself plus unused lower bits in d, i.e. 3F total.
Character movement in an event is a little funky. That would be command 32nndx:
1. Where nn is the character in question and can be 01: Boy, 02: Girl, 03: Sprite, 04: NPC #1, 05: NPC #2, etc.; largely that follows the order their character data is laid out in memory, though I believe 00 has been used (of the two of us, she's worked with events a hell of a lot more than I have).
2. d is the direction and can be 0 for up, 4 down, 8 right, C left.
3. x is the movement distance and can be up to itself plus unused lower bits in d, i.e. 3F total.
10-05-2011, 05:21 PM
In the past few days, I've been working on a page to host the disassembly. S'just the trick of trying to make something that doesn't look entirely jarring (i.e., plenty of stumbling through color theory)
02-03-2013, 12:26 PM
Necropost! (again)
Here is the page that hold all the SOM dissasemblies: http://www.darkwoodinc.com/~enker/
Here is the page that hold all the SOM dissasemblies: http://www.darkwoodinc.com/~enker/
04-13-2013, 10:43 PM
I believe that I have found the entire rom map of Seiken Densetsu 2/Secret of Mana (Japanese version), so the offset are a little off, but everything is there, shops, weapons, plus so much more. It's a long page and there's a lot of information, so here is the link.
http://wiki.superfamicom.org/snes/show/S...Densetsu+2
http://wiki.superfamicom.org/snes/show/S...Densetsu+2
04-14-2013, 12:22 AM
I think that last post should be a new thread since it is for a different game (though it is a sequel).
Please create a new thread with the link to the site.
Please create a new thread with the link to the site.
04-14-2013, 02:31 PM
04-14-2013, 07:10 PM
woops...I messed up....
I thought this was for seiken densetsu 3
I thought this was for seiken densetsu 3
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