I spent all day doing shop things... basically haven't done any work since my last post.
Almost done... so close. Item shop prices are reminiscent of Russian modders' ideas of realism in STALKER games... yes a pure SHOULD cost 50000, why not. Buying magic doesn't actually give you magic... And it doesn't make characters pose yet. These things should be very close to being done though!
I fixed the graphics corruption issue when moving the cursor in the shops, I've got item names displaying properly again, fixed the freezing when displaying item descriptions... These seem so little, but took so long to figure out. So rusty.
Then, while fixing the palettes, I noticed that I had put in a palette space for a Skill Shop, and then... realised all the work I've done today did not take into account a Skill Shop existing. Pbbblt.
Cure doesn't display having 2 equipped, because I edited the RAM, and that only changes when you first load the list or buy/sell something. The posing and magic cobwebs change on cursor movement!
Something, somewhere, is still off (most likely by 1), because the White mage doesn't pose for Blink, and the Red mage poses for Harm and Blink, but not Cure... So Blink is being treated like Fire... yep, this checks out. Wrong permission byte being loaded. I'll fix that, then put this on Github!
Next, learning and unlearning magic needs to be updated, because Cure is not "16"... (If I have 2 Cures, it shows "32")
What should be done about the spell book menus? They were kind of designed with only white/black in mind.
I'm thinking, maybe each screen is 1 spell level: White, Black on the left, as they are now. Then instead of Level 2 on the right side, its Green/Time. This screen also has 2 free palettes to use, and the magic orbs land quite nicely on some attribute squares. It should be easy to alter the colours to green/purple or whatever else, then just use the white orb tiles for the right side.
Quick note on the 4bytes of attributes to edit: 2C33=77, 23D4=77, 23DC=BB, 23E4=BB. And some notes on possible palette values:
I'm open to other ideas though! For now!
Alright, last update tonight. 5:40 AM.
Uploading it to Github now (over 400 changed files?? what the heck?? I can't even view what files those are without it stuttering!)
Have another question: When you sell something, say at the weapon shop, and its successful, the text "Thank you kindly, what else?" pops up for a brief moment, followed by your sell-able inventory again, then the stat-view overwrites the shopkeeper's dialogue. What should the flow feel like here? Should there be a pause, wait for a button press, so the player can read this message? Should it go back to the Buy/Sell/Exit prompt? Should it hide the inventory window, as if that one sale was your last? What feels best?
September 28, 2020, 08:19:46 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Pros: I like how everything is centered when you have no spells.
Cons: It does look a LITTLE messy with a 7 letter spell name... And if you have over 10 spells, (say from stealing from enemies, I can't quite figure out a smooth, low-byte budget way to cap that at 9 without doing extra checks) it will display a 1 in place of the tiny x. So that's no good.
Solution: Remove the tiny X (?), keep the single-digits in the spot where they are, but if its over 9, push them to the next slot--beside the border--and have the 1 where they are now?
September 29, 2020, 07:09:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Sometimes the wait a week between post thing bothers me! I'm documenting my progress here!
Re-doing the level up code from scratch. Original/slightly edited code on the left, new code on the right. Not bothering with pointers and junk, that's way too confusing for how many things are being changed here! So that image is just the MP boost portion. I've also added another data table for MP cap, so if you want Red Mages to cap out at 6 MP per level, while Red Wizards cap out at 9... You can do that!
And a bonus, new code for calculating EXP to Next for the status screen: https://cdn.discordapp.com/attachments/291164822194749441/760609974454976582/unknown.png
SHOULD I CONSIDER IT A BUG THAT ON STRONG LEVEL UPS, THE GAME GIVES YOU THE HP BOOST BASED ON YOUR VITALITY BEFORE ACTUALLY GIVING YOU THE VITALITY STAT INCREASE?!?!