Tried out that cursor movement hack, by DarkSamus. This blows my mind! It's so simple, yet so amazing. After spending all that time trying to figure it out, and then to have it working is quite surreal.
I am very impressed with how you did it, and to do it in LESS code than the original game. Nicely done, DarkSamus!
About the EXP bonus at the end of palaces, I think the original way is fine, it's relatively proportional to the progression of the player. If we decided to have a fixed amount given to the player, I think it would be a good idea to make the amount higher as you progress. Say, 300 multiplied by the palace number. First palace would reward you with 300 points, and the sixth palace would give a bonus of 1800 points. Or any other table with arbitrary values.
However, when I think about it, the bosses are already doing that, in a way, with the points you get when you defeat them. So, I don't know...
I feel that the free level up always made boss EXP redundant, and not very exciting. Sure you get 700 exp from Barba, but doesn't matter because you'll level up regardless of how much exp you have. It's definitely a system that needs improvement. Your idea about scaling the EXP is very interesting! If balanced right, something like that would complement Redux very well.
February 14, 2019, 08:24:14 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Trax's scaling idea was quite interesting, so I made a version that gives exp depending on the palace you're in. I increased the exp bonus by 500 for each palace.
Palace 1 = 500 exp
Palace 2 = 1000 exp
Palace 3 = 1500 exp
Palace 4 = 2000 exp
Palace 5 = 2500 exp
Palace 6 = 3000 exp
Total = 10500 exp
This could be balanced further, but seems ok. It doesn't have to be increments of 500 either, Trax suggested 300 which could work, as well. Or it could be an increase in return per palace. (500, 1200, 2000, 2900, etc.) Overall, I feel like a system similar to this would be an improvement over the original.
Here is the code.
At 0x11B77, replace the 8D 56 07 with:
20 F0 9E
At 0x11B80, replace the 8D 55 07 with:
20 40 9F
Finally, at 0x11F00, paste the following code:
Instead of checking the dungeon, it checks the room # for the boss room. 0D = Horsehead boss. 22 = Helmethead boss. 0E = Rebonack boss. 1C = Carock boss. 29 = Gooma boss. 3A = Barba boss. I couldn't find a reliable way to check the dungeon currently loaded, so decided to base this on the room instead. With this, the EXP gained from placing a crystal scales accordingly.
Anyway, just trying to address the concerns of those who bought it up in early posts from this topic.