Should the save editor be encrypted until players beat the game for the first time to have access to these tools?
Yes
 71%  [ 5 ]
No
 14%  [ 1 ]
Conditionally (Comment Below)
 14%  [ 1 ]
Total Votes : 7

After many moons of procrastination on this dusty project, I have been working on the third iteration of my save editor for First Fantasy: Mana Force using Celtic CE. I've been pausing programming for a bit to focus on myself and life, and recently I picked up the motivation to continue. 😁

So far, here is a Demo .GIF of the Beta for the program:



I'm really excited with how this turned out, because the last iteration I had used CE TextLib by Dr. D'nar, and there was only so much I could do theming wise:



I originally tried to aim for a "Ubuntu" type style for the user interface, and used a custom font. This version turned out far better than the first version, because it wasn't even two weeks since I came out with the first version, and rightfully so because I wasn't super proud of what I did for it... â˜šī¸



But with that aside, I have finished the third iteration if it with features that tie into the program more and include a better experience for the user. This version also includes cheats such as Attack Damage modifiers and disabling force fields in the 4th Dimension. This is accomplished by modifying the game files to fit the cheats being used, of course they are only activated unless enabled in the save editor.

For an important note, the save editor(s) in the archive are encrypted with a password, with the same rules DJ Omnimaga set in place for their Map Walkthrough archive in their game release. To access the editor, read that document and the same rules apply to the zip archive. 😉

I'm not entirely sure if this is a good approach, of forcing the players to actually play and enjoy the game before getting their hands on tools that cheat.

I have submitted the Beta in the archives, so whenever it gets approved you are all welcome to try out! ... on to the next project... Graphing Calculator
The idea is nice, but as it is now it is too complicated to run. I either get Error #2 or #7 even when the clock is set and even when I have the right OS.
DJ Omnimaga wrote:
The idea is nice, but as it is now it is too complicated to run. I either get Error #2 or #7 even when the clock is set and even when I have the right OS.


For Error Code 2, The program checks the time if startTmr is less than 811123200. If it is and an error has not been detected, then the error happens.

For Error Code 7, it checks if the OS version is less than 5.3.0.0037 or â‰Ĩ5.5.1.0038. Could you provide what startTmr reports and what O (the temporary value for the OS version) is and paste them here?

You can insert a Pause command after line 866 and paste them.
startTmr: 811694837
O: 5800022
DJ Omnimaga wrote:
startTmr: 811694837
O: 5800022


Your OS is 5.8.0.0022, which is higher than the supported OS. You can change the code that sets E to 7, and change it so it just sets it as 0 or delete the whole line of code.

I might change how the program does this with the OS, the thing is it might cause issues with newer OS versions with Assembly complications.
Thanks! I now loaded it in SourceCoder and could finally get into the save editor. Something I would suggest is allowing people to edit any combination of the orbs or crystals in inventory rather than sequentially, as the editor seems to suggest. What I mean is that the game lets you complete the orb and crystal-related dungeons in any order.
DJ Omnimaga wrote:
Thanks! I now loaded it in SourceCoder and could finally get into the save editor. Something I would suggest is allowing people to edit any combination of the orbs or crystals in inventory rather than sequentially, as the editor seems to suggest. What I mean is that the game lets you complete the orb and crystal-related dungeons in any order.


I could give that a shot, I could introduce another option to manually edit the story progress instead of choosing the pre-set options available. Thanks for the feedback!
  
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