After a crazy week where every time I thought I was done, some even more wild and inexplicable new change I had to fix popped up, I'm happy to finally release the v0 patch for Vay, as well as the v1 and v2 patches for Lunar: Eternal Blue and Popful Mail!Vay (Sega CD) -- patch v0 (1/24/17)
Tested all the way through, hopefully problem-free.
Changes:Lunar: Eternal Blue (Sega CD) -- patch v1 (1/24/17)Popful Mail (Sega CD) -- patch v2 (1/24/17)
The new Eternal Blue and Popful Mail patches are unchanged in terms of content, but per the feedback in this topic, I've overhauled the patching procedure. In addition to using modern xdelta and bundling a working bchunk.exe -- big, big thanks to elmer for discovering this issue and providing the fixed binary -- I've bundled xdelta and added some .bat files that should make patching as easy as a drag-and-drop on Windows. See the "Automatic Patching" section of the readme files for details. All of this should fix the errors people have been reporting, so if you've been having patching issues, download the new versions.
Now, to talk about Vay for a bit:
You'll notice the changes in this game are a mixed bag -- the equipment was noticeably weakened, but often the buy/sell prices were also slashed, sometimes by a lot (e.g. 500,000g to 110,000g for God Blade/Odin's Blade). Arguably, the ultimate effect is basically the same (you're grinding for money in the Japanese version and levels in the US version), though the US version is still much harder due to the enemy stat changes and massive, massive increases in MP costs. (Balm: 2->10 MP, Restore: 18->80 MP, Healall: 30->140 MP!)
I changed back everything I could find, but I have a feeling there's stuff I missed. Particularly, a treasure chest at the very beginning of the game was changed (1000g to 1500g), and I doubt that was the only one, but my spot checks didn't turn up any more differences. If anyone happens to know of any other gameplay changes, give me a shout, since I went to all the trouble of writing tools to handle the script file compression and I might as well use them.
Oh, and while I was working on this, I found a cheat code that Working Designs added to the US version of the game but apparently never released, as it doesn't seem to be documented anywhere. At the start of the game, enter the hidden vault (from the starting room, go through the door in the north curtain, then go to the northwest corner of that room and walk east through the invisible passage). Go to the room with the three treasure chests and stand here:
Now, on controller 2, press A, B, C, and Start simultaneously. This leads to an "animation test" room where you can inspect the walls to watch the game's cutscenes, and get typical Working Designs commentary like this:
Interestingly, two of the cutscenes are labeled "outtakes", and appear to actually be literally cut scenes -- they're never played anywhere, even in the Japanese version. They weren't dubbed for the US version and instead play a very nasty buzzing noise, which I suspect is why the access code for this was never released.
Anyway, thanks to everyone in this topic who's provided feedback. I haven't decided what to do next yet. Maybe Silver Star, maybe not. I'm seeing a lot of requests for Exile II, so I guess I'll look into that at some point, although working on a game for a system even more obscure than the Sega CD is probably going to make doing the patch more of a challenge...