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Talk:Secret of Evermore

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Unused music?

The track "Introduction" on the CD soundtrack runs quite a bit longer than what is played in the game's intro 'attract mode'. I've never finished this game, so I don't know if this track is ever played in its entirety later in the game or not. --MightyJAK 12:38, 22 February 2011 (EST)

Map list

Here is the list of maps as from the ROM:

M.ALARM ROOM m.Alchemist Hut/Boss2 M.Alias Mansion b/w M.Alias Mansion color M.ANCIENT CLEARING M.ANCIENT PATH 1 M.ANCIENT PATH 2 
m.Ancient/Bridge m.Ancient/City Square m.Ancient/Dog Trans. m.Ancient/Market m.Ancient/Palace Ext. m.Ancient/Town Interiors
M.Black Castle M.Black Castle DiningRm M.Black Castle Dog Maze M.Black Castle Glass Hall M.Black Castle Queen 
M.Black Castle Sewer M.BLACK CASTLE SEWER OUT M.Black Castle Tinkerer M.Brian's Test Ground M.Bug maze 1 M.Bug maze 2 
m.Bugboss M.CHESS BOARD M.Chessboard Interior M.CITY PATH M.coliseum gate M.colosseum M.Colosseum Holds m.Dark Forest Clearing1 
m.Dark Forest Clearing2 m.Dark Forest Entry m.Dark Forest Maze M.Dark Greek 2 M.Dark Greek Temple M.FE VILLAGE 
M.FE VILLAGE SECRET M.Grave Yard 2 M.Greek Down M.Greek Main M.Greek Minotaur Room M.Greek Temple Exterior M.Greek3 M.Greek4 
M.Hermit Cave M.HISTORIAN CAMP M.IN THIEF TOWN M.intro M.Intro color M.JUNGLE ALCHEMIST M.JUNGLE ALCHEMIST INTERIOR 
M.Jungle Caves M.JUNGLE CLEARING M.Junk Towers M.LANDING M.landing castle M.Landing square m.lava path 1 
m.lava path 1 satalites M.Lava path 2 M.Lava path 2 extra m.lavamachine m.Legend/lil Swamp Path M.M GRAVE PATH 
M.METRO CLIMATE CONTROL M.Metro Control M.Metro Greenhouse M.METRO HALL M.METRO INTRO M.Metro storage M.Metro Tunnels 
M.metro.JUNK YARD M.Metroplex Final Arena M.oglin cave m.Palace Gate M.Palace Interior M.Pig Race-Bazaar M.PLATEAU 
m.Prehist/Cloud BH Toss m.Prehist/Hut Interiors m.Prehist/Volc.Crater m.Prehist/Waterfall Trans M.PROMINADE M.Pyramid 1 
M.Pyramid 2 M.pyramid base M.Pyramid boss M.QSAND FIELD M.QSAND FIELD LEDGE M.QSAND PATH M.Raptor M.Rat boss M.Ratboss 2 
M.Ratboss dark  M.Ratboss extra M.Secret of Evermore M.Side show M.Side Show interior M.SMALL OGLIN CAVE m.Swamp Maze2 
M.SWAMP PATH m.tar pit M.THIEF TOWN M.VOLCANO MAZE M.Waterfall Candy M.Waterfall Cave Entrance M.WELL 2 M.WELL BOSS 
M.White Castle M.White Castle DiningRm M.White Castle Dog Balcony M.White Castle Dog Maze M.White Castle Dog Maze II 
M.White Castle Dog Maze III M.White Castle Dungeon M.White Castle Dungeon Stair M.WHITE CASTLE PATH 
M.White Castle Puppet Show M.White Castle Queen M.White Castle Sewer M.WHITE CASTLE SEWER OUT M.white castle town 
M.white castle town upper M.White town interiors M.Zoo

I am not sure if it should be added... As for unused maps, I notice "Black Castle Dog Maze", which might be present for symmetry, but not visited. Maybe there are more, it is difficult to tell... Mr. Curious 15:26, 15 May 2011 (EDT)

NPC namess from the ROM

I don't have any way to investigate this, but I think that "White Queen" might be the fake Queen Bluegarden, "Barker" might be the guy outside the freak show in Ivor Tower, "Advisor" might refer to Pompolonius and Eronio (who share a sprite), and "Child's Pet" could refer to the bees and/or lizards in Fire Eyes' Village. Just my personal theories. --Kahran042 (talk) 16:06, 14 May 2016 (EDT)

In fact, having checked a list of NPC addresses, I see that "Child's Pet" is listed twice, so now I'm a bit more certain that it does refer to both the bees and the lizards. --Kahran042 (talk)

E3 1995 Footage

Somebody just uploaded some lengthy footage they took from E3 1995. It includes about 12 minute of gameplay footage from a "work in progress" build of this game dated "5/10/95 5:36:19 PM". It has many debug features enabled and makes much use of a map select menu. It's good stuff to include in a Prerelease page, but also might be good use in figuring out how the debug mode worked and possibly getting it working again. I noticed it being toggled on the fly with a "Debug OFF"/"Debug ON" message on-screen. Also I think I heard the guy mention holding "left trigger" to walk through walls.

Anyway the video is here, relevant footage starting at 1:39:36. --Rabidabid (talk) 22:05, 1 February 2017 (EST)

(And just for the record, I posted a thread on Jul with timestamps to just about all the different games shown in the video.) --Rabidabid (talk) 23:09, 5 February 2017 (EST)

This is very interesting. Back in the mid-'90s shortly after the game was released, I managed to create a walk through walls Game Genie code 5DC5-CD7E and posted it to the Game Genie mailing list (ah, the early days of the internet). People started using it for sequence breaking and the code became rather popular and is still floating around today. Back then, finding codes was little more than educated guessing based on where the game would glitch up and crash. Now I wonder if the code inadvertently enabled that debug function. If not, the programming for it, should it still exist, is probably close by. This will be interesting to research...
As for the other debug stuff, I remember someone on one of the old Acmlm boards posted info to access the item ring debug many years ago, hopefully that post is archived somewhere.
Awesome video, BTW. Chrono Trigger is in the video right after that, and looks like it has some dialogue changes, too. --JLukas (talk) 06:03, 2 February 2017 (EST)
The comment about the walk through walls debug in the E3 video is at approx. 1h44m32s. The audio is bad, but it sounds like:
-They took away that trick if you hold L and R you can walk through walls
-Yeah
No sign of the debugging code for it so far, but it still needs a lot more research. The programming is rather difficult to follow. It turns out the walk through walls Game Genie code just changes a branch distance to skip far ahead in the collision detection. --JLukas (talk) 10:54, 5 February 2017 (EST)
You could check out with darkmoon at gamefaqs: https://www.gamefaqs.com/boards/588645-secret-of-evermore/73461986 he has done a pretty god job there --Xengi (talk) 22:00, 1 March 2017 (EST)
I was doing some review of the available information on the internet about attempts to recreate the menu. Additionally i did some own effort on this and i made further progress. For now i have wrote assembly that recreates the menu and it works. Unfortunately there are three debug functions that are missing ('Create monster', 'Select map' and 'Show thud balls on path'). It remains unknown whether these functions are in the ROM or not. When clicking on one of these i managed to show the text 'Not implemented yet' to hinder the game from crashing. The patch is here. I could also upload the assembly code to the article if this is wanted. --XaserLE (talk) 13:27, 12 August 2019 (CET)

About the name check

I remember hearing that the skeleton that lets cross you the desert notices if you entered a "naughty" name. Would that bit be checked then ? Mr. Curious (talk) 13:49, 6 February 2017 (EST)

Yeah, that explains it. Adding a wiki entry for it now as it's not well documented. --JLukas (talk) 01:03, 22 February 2017 (EST)

S.I.G.I.L.

Moved from the main article as it's kind of neat, but not at all unused:

The game uses internal scripting for animated sequences and interactions; Brian Fehdrau describes it briefly as S.I.G.I.L. (Square Interpreted Game Intelligence Language) (from https://www.gamefaqs.com/boards/588645-secret-of-evermore/62150227).

Hmmm...
To do:
darkmoon has explored S.I.G.I.L quite a bit here: https://www.gamefaqs.com/boards/588645-secret-of-evermore/73461986

--BMF54123 (talk) 20:40, 17 April 2017 (EDT)

Prototype discovered

http://snescentral.com/review.php?id=0602&num=0&fancy=yes&article=proto

The preceding unsigned comment was added by FWKPedia (talk • contribs)

It's literally 1/6 of a prototype, at best. There could well be something in there worth documenting, though. -WarioBarker (talk) 01:28, 19 June 2021 (UTC)