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Secret of Mana
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Wow, how much more do you have left to do overall? (And what game are you planning on next?)
God is good.  Big Grin


An old fart who sits on a chair, giving animation and pixeling advice,... and calls everyone son...
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Hm, let me think:
- Stone Trap (super difficult to get)
- Popoi with Spear (request from Yangfly Master)
- Effect when Randi falls into the water at Potos Falls (only used once in the entire game)
- Luna's Mana Magic (Effects)
- Item Effects
Before I make revisions to other sheets, I'll try to get as many new stuff as possible.

The game after SoM? I have no idea, maybe Trials of Mana since I have a map editor for that (I already ripped some sheets with it). But I'm really not sure.
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Anyway, here are the weapon palettes (Palette B for Sword, Axe, Javelin, Spear, Whip & Glove are missing, Boomerang doesn't have one).
[Image: 2HHf7iH.png]

- Player weapons have 16 palettes in total
- Only one palette is used by all 8 weapons
- Only one palette is used by a single weapon (Lv. 8 Doom Axe)
- Normally, weapons don't use the same palette twice, with the only exception being the whip (Lv. 5 Morning Star & Lv. 6 Hammer Flail)
- Shadow X1 uses the Lv. 3 Claymore (or at least its weapon uses the same palette)
- Shadow X2 uses the Lv. 4 Heavy Glove (or at least its weapon uses the same palette)
- Shadow X3 uses the Lv. 5 Cobra Shuttle (or at least its weapon uses the same palette)
- Every other enemy has unique palettes for their weapons which don't match the weapon palettes of the player
- The javelin is the only weapon which has its sprites not used by enemies, instead Water Thug, Ice Thug, Imp & Gremlin use a trident variant of it
- Chobin Hood & Robin Foot use the bow weapon, but only the arrows are shown. The seen bow is an inseparatable part of the enemy sprite and doesn't use the palette of the arrows
- The most used weapon by enemies is the boomerang including its variants
- The weapon with the longest name is the Lode Boomerang
- The weapon with the shortest name is the Whip

Edit: The WIP sheet has already some mistakes, Garuda Buster is a bow (not an axe) and the Were-Buster is an axe (not a sword).
Edit2: Shadow X3 also uses a palette from the player's weapon, just like the others.
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Trying around on how to arrange the palettes:
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WIP
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Enemy Palettes: Complete
Saber Palettes: Complete
Player Palettes: A-Palettes complete, 12 B-Palettes missing
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This is it, all weapon palettes are complete. Maybe there are B-Palettes for the other weapons, but since they're not using any effects which are able to flicker between 2 colours, getting them is beyond my possibilities.
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Weapons

Finally. Also just revised it for some extra ingame swings for sword/axe.

AND it's the 400th sheet for Secret of Mana, which makes it by far the biggest game in the SNES section (2nd place goes to Chrono Trigger with 276 sheets).
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Amazing work! I'm so impressed!
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Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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Intro Water Effect

Getting some codes together for my next rips.

Walk Through Walls:
7ECF0101
Monsters Always Leave a Chest:
6D0B-840D
Call Flammie without Flammie Drum:
01E6A2:E8
Unlimited Magic Points (Players & Enemies):
C8E724B9
Players & Enemies turn invisible, only the shadow remains:
00E5F8:F4
Erases whatever character attacks with a hand weapon from the game completely. They just vanish and you have one less party member:
01D652:45

Have All Mana Powers:
7ECF9001
7ECF9101
7ECF9201
7ECF9301
7ECF9401
7ECF9501
7ECF9601
7ECF9701

Magic Level Modifiers
The first X is for the first Elemental listed to the left, while the second X is for the second one.
Gnome/Undine (Primm):
7EE3C4XX
Salamando/Sylphid (Primm):
7EE3C5XX
Luna/Dryad (Primm):
7EE3C6XX
Lumina/Shade (Primm):
7EE3C7XX
Gnome/Undine (Popoi):
7EE5C4XX
Salamando/Sylphid (Popoi):
7EE5C5XX
Luna/Dryad (Popoi):
7EE5C6XX
Lumina/Shade (Popoi):
7EE5C7XX

Agility Modifier
Traps are escaped if your agility is high enough. Otherwise, the trap is triggered half of the time.
Randi:
7EE189XX
Primm:
7EE389XX
Popoi:
7EE589XX

Level Modifier
Level 26-30: Stone trap
Randi:
7EE181XX
Primm:
7EE381XX
Popoi:
7EE581XX

Monster Level Modifier
The game assigns the temporary monster data randomly whenever a particular monster shows up on the screen.

Monster 1
7EE781XX
Monster 2
7EE981XX
Monster 3
7EEB81XX

Sources:
http://shrines.rpgclassics.com/snes/som/cheats.shtml
https://www.almarsguides.com/retro/walkt...ionReplay/
https://www.cheatzilla.com/cgi-bin/czm/s...X1OsEWAgIA==
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Looks like I was misinterpreting something? I was ignoring the thing with the enemy level since there was no way to find them out.

Quote:Dropped chests contain the following traps depending on the enemy's level.
Level 1-10: Punch glove, Poison needle or Bomb
Level 11-15: Bomb
Level 16-25: Riot gas
Level 26-30: Stone trap
Level 31-36: Mimic box
Level 36-99: Doom Trap or Shadow Zero (1/8 of the time)
I'm currently flying around with the Flammie Drum code like an idiot, all with level 28, unlimited MP, a code that spawns a chest after each enemy and an agility value of 1 for each party member.


I always wondered why the Upper Land enemies get me Riot Gas traps, the Pandora Kingdom enemies have Punch Glove, Poison Needles & Bomb and the Lofty Mountains/Pure Land/Mana Fortress enemies only have the Doom Trap. It seems my level doesn't matter.

Then I discovered that the enemies in Secret of Mana actually have levels:
http://shrines.rpgclassics.com/snes/som/enemiesf.shtml

These ones may be able to get me the Stone Trap:

Weepy Eye Lv.28 = Ice Palace
Specter Lv.27 = Ice Palace
Shellblast Lv.26 = Ice Palace/Ice Country
Robin Foot Lv.28 = Fire Palace
Red Drop Lv.27 = Fire Palace
Mystic Book Lv.28 = Ice Palace
Grave Bat Lv.30 = East Ruins (Northtown Ruins)
Dinofish Lv.29 = Imperial Sewers
Blue Drop Lv.27 = Ice Palace

I'm also pretty sure that each enemy has a custom loot table plus specific traps, just like the mana orbs in the Mana Fortress, which can be only found in treasure chests from certain enemies (each orb has its own enemy).

If that doesn't work, I'll give up on the Stone Trap. There are enough other things to rip.
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Success:
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WIP

The first encountered Shellblast in Ice Country dropped a chest with the Stone Trap, now I can finally complete them.
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Godspeed.
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-The prestigious Farlavor
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Stone Trap

Moving on to special effects. With the code for invisibility, it should be a piece of cake.
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Faerie Walnut (WIP)
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Item (All) - Faerie Walnut
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