I got the bow to shoot farther !
Ive double the reach, it might be a bit OP but it would be easy to change it at this point. The arrow flies faster (thats what actually increses the distance) so it also reduces the time between when you press the attack button and when the enemy gets hit. It also shoot a bit faster because normally the game waits for some time when the arrow hits something or the ground before starting to rebuild your power, ive changed it so it waits only 1 frame.
I've worked on the dodging thing,
ive been able to make the character do his dodge animation when I press a button, but I found out that the game doesnt work as I thought.. The dodge animation is just an animation to show that you dodged the last attack, you are not invincible during that time, the game also has 3 animations (block,dodge and back-flip dodge) which are used at random when that occurs. The block and dodge animations are quite fast. There is no dodge and back-flip animation that faces up/down so having a button making you dodge would look weird when facing up/down. With all that in mind I thought of a different way I could make it possible to dodge/block attacks. Holding the L button would put you in "dodge-mode" during that time you would have 100% evasion making you dodge any physical attack, you would move slower (as if you were charging an attack) and your power meter would slowly decrease. If your power reaches 0 you can no longer dodge and you have to wait for a certain amount of power (maybe 25% ?) before you can start dodging again.
On the subject of buttons:
L : to block/dodge
R (or L) : could be reused to lock the charge because you can not use spells/dodge when charging anyway and its easy to press L/R when holding B on a real snes controller
Alternate attack : I prefer the direction + B method to the tap and hold because when taping the attack would only start when releasing the button so it would be slightly off. Think of how in megaman X when you press the fire button the regular bullet is fired instantly, if it had given you the choice to charge instead and made it so the yellow bullet is only fired when the button is released after a tap, it would always be a bit late depending on how fast you release the button. I still think the A button could be a good choice, (I dont run a lot during combat personally) I could make it so when you are in town A runs but in battle A is the alternate attack maybe ? Anyway, I still havent looked at how the alternate attacks work ill try differents controls when(if) I get it to work.
Casting spells with the menu:
I have an idea for this that could make it easier for me to pull off. When selecting a spell in the menu and pressing B it could, instead of going to the target-selection thing, get out of the menu and automatically put you in targeting-mode and then pressing any A/B/X/Y would cast the spell you chose in the menu instead of the hotkey. That would make it so you still cant cast when magic-recharging, you still have to select your target during the action and let you keep the spells you use the most on your hotkeys. I think I will also make the R button a toggle so pressing it once puts you in tageting-mode and pressing it again cancels it.
I dont know if changing the scrolling only a bit would work but I would have to look at every edge of every maps to be sure and I only have been able to make it auto-center on the boy and it could be alot of work to make it scroll a bit sooner so I don't want to spend time on this and then find out it doesnt work... I agree that it would have been nice tho.
About grouping XP for spells/weapons:
I think it is fine as it is for weapons, I usually change my weapon when I reach the max level to level up other weapons and to make the game enjoyable, then when I get to a boss I take my best weapon to make the most damage possible. When I reach the end of the game my weapon levels are all pretty high.
For spells I think giving a fraction (50-75%) of the XP to all other spirits is the best idea. I, and I guess most ppl, usually only use cure with the girl, maybe some salamando and lumina too, so grouping the spirits would make the spirits grouped with undine level up a lot more than the rest giving you no choice but to grind if you want to level up the others.
Thx ! your method doesnt screw up the gfx. theres a problem tho, it can only make the charging twice as fast.http://www.darkwoodinc.com/~enker/banks/som0.txt
<-- the bank C0 asm
7EE01F is put to 01 at C0/B3A7
it then decreases each frame at C0/B39B
and when it gets lower than 0 (FF) it is put back to 01 and increase 7EE01A (which is the current charge % ranging from 00 to 2D)
decreasing 7EE01F twice makes it charge twice as fast but decreasing it any more still only makes it charge twice as fast.
Charging twice as fast could be enough tho and its still better than my method which screwed the charging bar
What would be the best for the MP is to put it after the HP like "523/523 MP 04", but there is not enough space... even if the characters block would be spaced there is only 1 block to gain so the mp would only fit right after the hp looking like : "523/52304". Putting the hp 1 block higher would make it better but like you said there would be wasted space and the guy doesnt have MP. Cuting the charge stuff in half sounds like a lot of work since the chaging animation and the % would need to be modified. I think the best way would be to have the girl and the sprite hp-and-charge box appear on the top of the screen like in Seiken Densetsu 3 :
that would give space so the mp could appear below the box or after the HP and the charge icons would not need to be cut, only repositioned.
If you want to take a look at the HP VRAM writing routine it starts at C1/E369: http://www.darkwoodinc.com/~enker/banks/som1.txt
I would have liked to make the enemies more agressive too, I would have to find and change every enemy AI tho and that would be way too much work.
Those are good ideas but it is more about expanding the game (new areas, new spells, new items and equiments) than what I am aiming at for this hack. Also, the turtle island IS visitable, its where you get the sea hare's tail to bring back water to the desert village to obtain the moogle belt and it changes the desert village music for "The little sprite" : https://www.youtube.com/watch?v=yv3MiEP-Oo8
as a kid me and my friend always saved at the Inn in kakkara just to listen to that song
the luna elemental weapon is way OP, I should reduce the amount of HP recovered
Other elemental weapons with a special effect like snowman should only work a certain % of times. The weapons would still have their elemental property so hiting a water weak enemy with a undine elemental sword would still hit more even if it doesnt turn it into a snowman.
EDIT: that turned out to be another huge post..
Ive got the alternate attack thing working !
There are actually 3 attacks for each melee weapons: A vertical slash, a thrust and an horizontal slash3 different attacks
All 3 attacks seem to do the same amount of damage, only the the hit area is changed
I could make the thrust attacks do more damage since it has a narrower hit area. It would be the "strong attack" I could also make it so the power is cut more than with the "weak attack" so it takes more time to recharge your power. It doesnt have a better reach with the sword and the axe (I think its even worse) so there would no reason to use it if it doesnt do more damage.
The vertical slash is a bit weird, it seems to have a very wide hit area when facing left/right but a small one when facing up/down, I think I might just not use it.Vertical attacks with the axe
Or maybe it could be the "weak attack" when the power is not at 100% ?
For the gloves, its 2 different punches instead of the slashes and a kick as the thrust (not sure if the hit area is different)
the whip has only 2 attacks, both with the same hit area
the 3 attacks are stored as 0 1 and 2, If I put higher values it starts to make special attacks, putting really high values make some unexisting/messed up combos:Some look kind of coolSome are just weird
Oh and heres the bow's new range