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Secret of Evermore (SNES)
#1
https://www.spriters-resource.com/snes/secretevermore/

I'm using the US version.

NPCs
Tiny
Emperor of Antiqua
Pompolonius / Erenio
King of Gothica
Tinker & Gomi Tinderbox

Enemies & Bosses
Dancin' Fool
Blue Goo, Lime Slime & Red Jelly Ball
Skelesnail
Hedgadillo
Object Enemies (Bomb, Floating Fan, Fan, Speaker)
Viper & Viper Commander
Vigor
Rimsala (Antiqua)
Thraxx & Coleoptera
Face

Prehistoria Maps
Southern Jungle
Southern Jungle (Raptor Attack)
Fire Eye's Village (Exterior)
Fire Eye's Village (Interior)
Strong Heart's Hut (Exterior)
Strong Heart's Hut (Interior)
Western Jungle
Eastern Jungle
Quicksand Fields
Quicksand Fields (Cave)
Quicksand Fields (Watercourse)
Bugmuck
Bugmuck (Big Bug 1)
Bugmuck (Big Bug 2)
Bugmuck (Big Bug 3)
Northern Jungle
Northern Jungle (Cave)
Mammoth Graveyard
Volcano Base
Volcano Base (Caves)
Volcano Top
Western Swamp
Eastern Jungle & Western Swamp (Landing Site)
Eastern Swamp
Blimp's Place (Exterior)
Blimp's Place (Interior)
Volcano Core
Volcano Sewers
Volcano Cave System

Antiqua Maps
Crustacia (Exterior)
Crustacia (Interior)
Eastern Bank (Beach)
Eastern Bank (Landing Site)
Western / Eastern Bank Caves
Western Bank (River)
Western Bank (Beach)
Nobilia (Outer Walls) & Desert of Doom
Nobilia (Marketplace)
Nobilia (Empty Marketplace)
Nobilia (Interior)
Nobilia (Gathering Place)
Nobilia (Landing Site)
Nobilia (Palace Gate)
Nobilia (Palace Exterior)
Nobilia (Palace Interior)
Nobilia (Colosseum Entrance)
Nobilia (Colosseum Interior)
Nobilia (Colosseum Arena)
Nobilia (Fight against Aegis)
Horace's Camp (Water)
Horace's Camp (Dry)
Hall of Collosia (Exterior)
Hall of Collosia (Interior 1)
Hall of Collosia (Interior 2)
Hall of Collosia (Interior 3)
Hall of Collosia (Interior 4)
Hall of Collosia (Interior 5)
Hall of Collosia (Interior 6)
Hall of Collosia (Interior 7)
Great Pyramid (Exterior with Water)
Great Pyramid (Dry Exterior)
Great Pyramid (Interior 1)
Great Pyramid (Interior 2)
Great Pyramid (Interior 3)
Great Pyramid (Interior 4)
Great Pyramid (Cave)
Waterfall Area
Waterfall Cutscene
--------------------------------------------------
Useful codes:
Boy Level 99
7E0A50:63
Dog Level 99
7E0A9A:63
Monsters Always Drop Items
90857A:00
Walk through Walls
5DC5-CD7E
Go to menu for Diamond Eyes / Wheel
10BC-C47C
DBBC-C4EC
DCBC-C77C
6EBC-C78C
10BC-C7EC
--------------------------------------------------
References:
https://vgmaps.de/maps/snes/secret-of-evermore.php
Hacks:
https://www.romhacking.net/hacks/7800/
Tools:
https://github.com/black-sliver/SoETilesViewer
Codes (US version):
https://gamehacking.org/game/44359
https://gamefaqs.gamespot.com/snes/58864.../faqs/7127
Saves:
https://www.zophar.net/savestates/snes/s...rmore.html
https://games.technoplaza.net/snes/secre...states.php

Zophar savefile 2 gave me some problems (afair), but the first one worked nicely.
Technoplaza saves on the other hand are only for ZSNES, regular saving isn't possible and gives you a black screen, otherwise it would've been very easy to carry the SRM save back to bsnes-rawpalettes.

Practice Hack is pretty good, you get teleports to all bosses aka important locations in the game.

--------------------------------------------------
For now I'll keep myself restricted to the first two locations of the game, Prehistoria & Antiqua.
Let's see how far I can get.
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#2
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Thanked by: Skyla Doragono, Ton
#3
Doing the Lord's work.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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#4
Some current WIPs.

Ripping from the tile map viewer in bsnes-rawpalettes is really different compared to Tengai Makyou Zero.
Basically you have "strips" in a horizontal or vertical line which you can map within this viewer, instead of going around and trying to map a square.
This means you go around the map in emulator and look how it updates / displays on the tile map viewer and then screenshot it.

This is how games update within tile map viewer:

Rudra: Squares, but lower /upper layer are mixed
Tales of Phantasia: Squares
Lufia 2: Squares
Star Ocean: Squares, but it updates the tile map viewer with 8x8 tiles instead of the usual 16x16
Tengai Makyou Zero: Squares
Secret of Evermore: Strips, vertical / horizontal

So far SoE covers the most of a map, which is pretty nice and makes rips faster.
Rudra on the other hand was the slowest so far, but back then I didn't have that much experience with the tile map viewer (most maps were screenshotted with deactivated layers and the internal screenshot function).

Btw it's also neccessary to keep a look at the opposite corners & edges of the current map in tile map viewer, since the emulator updates them here and there with similar garbage / placeholder tiles.
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Thanked by: Ton
#5
Somewhat finished, but needs the ingame light sfx from screenshots.

After that, I'll do the Prehistoria landing sites and give some updates for various Antiqua sheets, so they'll have their default state when you first visit them (closed pots, intact walls, unexpanded bridges, etc.).
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#6
Nearly done.
After that come Eastern Swamp & Volcano Core, which complete the rerips for Prehistoria.
Antiqua is already done, but as I said, some of these maps need updates for their default state.
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Thanked by: Skyla Doragono
#7
Amazing stuff. I'm really enjoying these new rips!
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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Thanked by: Barack Obama
#8
Thanks, I'm now done with rerips for Prehistoria & Antiqua.

Updates for Antiqua (default state):

Crustacia (Interior)
Nobilia (Palace Exterior)
Nobilia (Palace Gate)
Nobilia (Landing Site)
Western Bank (Cave)
Eastern Bank (Blimp's Cave)
Eastern Bank (Cliff)
Eastern Bank (Landing Site)
Western Bank (River)
Western Bank (Cliff)
Nobilia (Marketplace)

Also some extra maps, which miss some barrier / bridge / transformation stuff:
Great Pyramid (Dry Exterior)
Southern Jungle (Raptor Attack)
Nobilia (Gathering Place)
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Thanked by: Skyla Doragono
#9
Back when I played this, I never realized that Aegis is fought on a separate map.
Now with walk thru walls and having a better look at it, it becomes more obvious since the stone slabs are different and the trees are not visible when going to the edge of the map.
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Thanked by: Ton
#10
Since map rerips are now done, maybe I'll take a look into other games.
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Thanked by: Ton, Skyla Doragono
#11
Nah, I think I'll continue for a bit, there are still some maps and stuff that I want to do.
I'll save the enemy / boss / Omnitopia map rerips for another time, though.
The wolfdog needs a rerip too, since it misses some frames.

Anyway, here is a WIP for tileset animations 1:
[Image: spuu8iX.png]

Needs some organization, but the animations are all accurate, mostly loops (except hole skull, fence, deactivated statue / switches, pots, top right thingies and the clock).
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Thanked by: Skyla Doragono
#12
Wolf Dog was (I think) the first sheet in that section, so it makes sense that it would need some touching up.

Amazing new stuff, per usual.
[Image: b1.php?u=39480955]
Quote:You had wasted MY LIFE... waiting for just a goddamn bunnelby model.
-The prestigious Farlavor
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