Well, since I've been working on this, might as well post an update and such.
First off, I'm going a different route with this project.
The original versions, I always jumped straight into menu editing and ended up giving up halfway through due to the workload. (Also mainly because I was doing it manually and not using any kind of .asm files.. so yeah. I'm not doing it that way anymore). So what am I doing now instead? I'm jumping straight into the characters data in battle.What's been done?
1. All PCs, minus Cless, have had their commands written out into .asm files and have been moved into empty space. (IE: Chester, Mint, Arche, Klarth). This effectively allows me to add new commands to their data that can be used later on and allow easy expanding.
2. Some of their general code has been reduced to a single routine. Every. Single. Character. Has EXTREMELY to EXACTLY the same code on many, many accounts. They legit repeated it every single time for a character. I've only done it so far for various circumstances like status effects, victory flag, death and such. I've yet to hit the meat of their code yet, but the size difference will be astounding once that's ready. The big thing that concerns me here is that enemies are setup pretty much the same way. God knows how much space they wasted on this game's cartridge to repeat the same everloving code over and over. I'm almost betting most of the game could've been knocked down to 4.5 to 5MB if they conserved their space better. And considering how much it wasted on 5 PCs, imagine that code over a 100 enemies.
3. Victory was tied into their idle pose, for god knows what reason. I've moved Victory into it's own command now which just cleans up the code a bit more honestly. Separation on things like this is nice.
4. Chester can now effectively cast spells due to some changes.
Obviously, Chester CAN'T cast spells regardless but with how I'm generalizing a ton of the code, all PCs will have a spell cast command. This is mainly just for consistency sake.. but also for anyone who wants to cheat spells into Chester's arte list then it'll work.
5. PCs are getting some changes here and there. I'm working on Chester's right now so I'll speak on that half. Chester's animations will be more like his PS1 counterpart in some instances. So far, I've only gotten his 'Attack #1' done (Ground to ground). The sprites are implemented into the game and the sprite assembly is ready and good to go, but it's not being called upon yet. There's still some things here I want to do but I'm going to move onto the next part.
6. Weapons. Oh boy, weapons will be getting a change depending. Bows, especially right now, are being worked on. I've rewritten out Chester's bow code and now have added a new check that determines whether the bow is above or below priority on the character's sprite. Thus, this allows me to do something even better than the original game. All bow sprites will be FULLY rendered objects instead of being cut into tiny chunks to 'appear' as if they're above or behind him. With that done, I've actually cut down a ton of graphics while also adding a lot more sprites to use. The best part is that it doesn't even effect the OAM or VRAM table much at all. In fact, it takes less sprites to render than it did in the original and the VRAM is sometimes even less as well even though it's a fully rendered sprite! So this is a huge and positive change overall!
Bows, as well, will be getting a change. I have yet to implement it and I have to figure out exactly 'how' I'm going to overall, but I'll give the gist of it.
Bows right now have 3 types essentially. Short, Long and Crossbow. Nothing changes between bows except stats, obviously the same as all weapons in the game. What I want to do is make them very different in how they play to an extent. Short bows will have the lowest range and lowest damage, but they will have the highest attack speed of the three. Long bow will have more range and power, but be slower in firing off an arrow since it's more precise. Crossbows will be the strongest bows with the farthest range, however their attack speed will be abysmal. This is great for sniping essentially but if you're 'ambushed', this will be a bad move.
Just WIP ideas and mechanics I want to implement but it'll be figured out! I do want to make weapons more interesting. And since I have access to all their commands now, it's super easy to implement custom changes based on weapon type.
7. Brambard/Brambert/Brambald/Rambard: Whatever you want to call him. He was my main thing I wanted to implement in the other versions. As of right now, he 'technically' is actually a functioning PC and has some custom graphics inserted and working! Although, he's just a pure 100% clone of Chester right now until I get more sprites ready and can figure out 'how' exactly I want to set his data to be. He's going to be a very interesting and unique case in the game. Able to use both artes and spells. There's a fine line between making him too strong or too weak, not a replacement for Chester but not a replacement for Arche either. He needs to be more of an offensive support rather than an all out mage or archer. But balancing that is a huge issue. It'll be worked out much later, but know that he's actually in the works!
So far, this all that I can show you since most of everything is underneath in code wise, but not visually seen.
- Brambard actually in battle.https://www.youtube.com/watch?v=6eSHcvpa5zI
- Chester using a spell and he's clearly very angry.