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Post subject: Re: About Little Master III...
PostPosted: Mon Jan 09, 2012 7:36 am 
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Hey everyone,
I just wanted to thank you for picking up the work on this. :) The info I provided was very disorganized, so I would have been surprised if you could have used anything at all. You probably couldn't get the tools to work because I didn't leave you very good notes on the requirements. (The font editor was actually useful for de-scrambling and editing the funky fonts and was written in vb6 so it required the runtime from Microsoft.) My bad guys.

Ghideon Zhi is right, I had assumed that he hadn't really done anything with it because the project hadn't been listed on his projects page after a few years, though I recognize that I should have checked with him before handing it off to Dynamic Designs. It's just that Wild Bill contacted me directly with the desire to take it over. I have grown to love the game over the years and will have a nerd party the day I can play it through in english. ;)

I also wanted to apologize to Eien Ni Hen for me being an ass who was hard to work with. I know I was a jerk-wad back then.

Please keep up the awesome work! I'm pretty sure I've admired the work of more than a few of you over the years.

-DackR


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Post subject: Re: About Little Master III...
PostPosted: Mon Jan 09, 2012 7:48 pm 
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You know, I was JUST thinking about this last night! I finally got around to downloading the translated script Eien sent me (based on a redump) and I think I'm going to spend today inserting it. Shouldn't be hard! There's still some more stuff that needs to get dumped, villager text I think, but it should be pretty smooth sailing for a while.


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Post subject: Re: About Little Master III...
PostPosted: Mon Jan 09, 2012 9:16 pm 
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Okay, I know, double post, but the subject matter is really quite different so...

Bongo`, did you ever take a look at enabling a debug mode in LM3? The first major chunk of my script is all debug messages. It'd be interesting at very least to make sure that the text all works properly, if nothing else!


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Post subject: Re: About Little Master III...
PostPosted: Tue Jan 10, 2012 3:24 am 
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Gideon Zhi wrote:
Okay, I know, double post, but the subject matter is really quite different so...

Bongo`, did you ever take a look at enabling a debug mode in LM3? The first major chunk of my script is all debug messages. It'd be interesting at very least to make sure that the text all works properly, if nothing else!


You know, I can't recall if I ever did enable it. I'm sure I could possibly locate it
if i have not. I will have another look at the game tomorrow and let you know what I find.

EDIT:
I forgot that i found this but could not make it work... Its from ritchies FAQ.
REF: "Scenario 43: "Riim who is Captured" (Tower of Mirage 1-4F"

Code:
Use Charles' magic of ruin beast 4 on the enemy's unit. Step onto the switch
panel to open the closed door to the room where Riim and Tamtam are in. [Move
Mormor or Charles (Rill) to the upper right corner of the map where there are
six trees in a group. Now, move Mormor or Charles (Rill) onto the fifth and
sixth tree counting from left to right, and choose "Wait" to see the word of
"special love love flash! Suddenly, the surrounding becomes a rose-colored.
You obtain extravagant powers. You can go into the secret menu" appear. This
"special love love flash" is a debug mode. Now, press the START button to
make a menu appear. On this menu, it will say as follow:

                           animation test    conte     
                           another phase     SE test
                           jar dance         Poem

Choose "animation test," and press the Y button to make another menu appear.
On this menu, it will say as follow:

                   enemy's code 0000    your code 0000
                   bg1          000c    bg2       0012

                   Return to the game with the Y button.

Now, press the right or left or up or down on the directional button to
change your code since there are many of them. After that, press the START
button again to make the menu of the "animation test mode" appears. Now,
press the right or left or up or down on the directional button to change
the words. The up on the directional button is to change the word from enemy
to friend or from friend to enemy. After that, press the Y button to see the
battle animation. This can be done repeatedly. To exit, press the X button to
leave the animation test mode, and then press the A button to return back to
the scenario]. Sunflower (LV5) x4 will appear from the generator on every
sixth turn. After defeating Sun (LV26), press the A button to begin Scenario
43: "Riim who is Captured" again. In scenario 43, press the START button to
make a menu appear. On this menu, it will say as follow:

                           animation test    conte     
                           another phase     SE test
                           jar dance         Poem

Choose "another phase." Now, press the right directional button until it
reaches "44," and then press the A button to start from senario 44.


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Post subject: Re: About Little Master III...
PostPosted: Sun Jan 15, 2012 3:17 am 
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GZ, did you ever get the debugger to work in Little Master 3?


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Post subject: Re: About Little Master III...
PostPosted: Sun Jan 15, 2012 4:00 am 
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I haven't had much time to toy with it, admittedly. I've been at work the last couple of days (all day), I've been working hard on something else in the meantime (release soon, hopefully!), and I hit a bit of a funk shortly after grinding away at Little Master 3's script. I'll try to spend some time with it in the next few days.


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Post subject: Re: About Little Master III...
PostPosted: Sun Jul 01, 2012 8:23 pm 
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Hey guys! Any progress on this? oooo... that debugger looks cool! I'm going to try and get it to work now! :)
Let me know if you would like me to test anything. I'm on medical leave, so I've got some time to play around (rare).


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Post subject: Re: About Little Master III...
PostPosted: Mon Jul 02, 2012 3:42 am 
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I was able to get the debug mode to work. Here is how to do it:

Start Scenario 39: Union Temple ("Linark" castle, fouth room from the left).
Make someone stand in front of the emblem on the north wall and wait.
The column near the north-west corner will disappear. Have Rim, Momo, Shalulu, or Tam-Tam stand in the north-west corner and use the "Wait" option.
A message will appear with the words "The way to the secret world is far."
Use the "Turn End" option until it is Turn 13.
On turn 13 select whichever unit is in the north-west corner and use the "Wait" option a final time.
"The way to the secret world is opened." is shown.
You can now press start to access the debug menu.


I really enjoyed the animation test.... :) Oh... and it looks like once it's activated, it might be permanently available in the Union Temple.


Attachments:
debug mode.jpg
debug mode.jpg [ 107.11 KiB | Viewed 21587 times ]
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Post subject: Re: About Little Master III...
PostPosted: Mon Jul 02, 2012 5:04 am 
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Wow, that's pretty impressive! Did you figure it out at random?


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Post subject: Re: About Little Master III...
PostPosted: Mon Jul 02, 2012 5:48 am 
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I should have cited earlier, but this method is documented in Ritchie's FAQ:
http://www.gamefaqs.com/snes/571299-lit ... faqs/50407

Though... Richie's FAQ resembles the scenario guide from this Japanese website. I get the feeling that he may have used some of the info from this site when creating his FAQ... Years ago I began to translate this guide while I was working on hacking LM3. I never finished. It's been a while... almost 10 years! -_-'
http://light.albion9.com/lm3/scen/guide1.htm

I don't believe I ever read through it all the way to Scenario 39 before... And I've just confirmed that it is discussed on this page by the same Japanese author:
http://light.albion9.com/lm3/tips/secret.htm

Oooo... another cool secret that is mentioned on this page says that if you use the Debug Mode to level warp using the "another phase" option after Shalulu Blade(Richie's FAQ translates the name to Charles Bratt?? I guess that could work...) is already in your party, it supposedly allows you to add Relulu (Shalulu's other half) to your party permanently... so you could technically have two of the same character in your party?? I'm going to have to try it out to confirm this, but it sounds fun. :)

EDIT: It is confirmed. Warping to Scenario 9 when Shalulu is already in your party will yield a second copy of Shalulu which can then be utilized as two Shalulus, two Relulus, or one of each. NEAT-O!


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