Yeesh, been awhile since I posted in the topic on here. I've been semi steadily working on Tales of Phantasia for awhile now and making changes here and there.
First off, I've updated the usable items in the item menu.
- Probably going to change this as there's too much blank space on the right of the screen. Probably see if I can put at least two PC's on each side.
Second, I've fixed a MASSIVE amount of item bugs that I introduced. Buying, Selling, Event Items, Chest items were all bugged to hell with the amount and how they worked. That has been fixed finally.
Third, I fixed some items disappearing when de-equipping them (Introduced by me again).
Fourth, fixed a lingering item menu bug in which the icons at type to say what type they were wouldn't work. (Introduced by me again).
Fifth, I've been studying the battle code a bit for the characters. A majority of the characters use extremely similar code that take up large amounts of room. So what I'm essentially going to do is have every PC, if possible, load the very similar code in one area so it'll save room everywhere. By doing that, I should be able to squeeze in just enough room for Rambard as a PC.
Sixth, name menu got a overhaul!
Seventh, been studying palettes a bit more. I MIGHT be able to alter the palette routine a bit to load separate palettes for the PC's/NPC's all together. Being PC's always load this palette while NPC's load another. So what that would is always have 1 palette usage being used by the PC's, but if there needs to be a different one depending on the PC you are, it'll load another palette piece for them while leaving the NPC's at least 3-4 palettes to use.
Eighth, Cless now has his own battle code. He can appear in other slots now but the game still plays like you're controlling him. Not too much in appearance but it's a massive code save and it's allowing other PC's to be in control during battle.
Ninth, fixed a couple typos and introduced a lot more PS1 sprites into the game.
Tenth, skill menu!
- This is how it appears now, loading Mint's spells regularly. Though the icons are temporarily missing because of new code I had to place in. What's the big deal?
- Spell names are no longer hardcoded to load from a certain value and above. Instead, it loads the spell # from a table and uses that accordingly to load spell names. Similar code will be put in place for battle so any spell can be usable by anyone and can be altered. Makes it a lot easier to customize. I will say, this table code was the most frustrating thing EVER because I have like, 3 frikin separate tables loading throughout the code trying to shift between A/X/Y and storage everywhere.