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Romhacking => ROM Hacking Discussion => Topic started by: slidelljohn on January 06, 2012, 10:17:04 pm

Title: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on January 06, 2012, 10:17:04 pm
Here you will find completed hacks that I created for Mega Man X1-X3 and 7th saga.  I am also writing documents for each one of
these games. These documents will have offsets for data, assembly, and ram. Since there is a lot of information to document these
documents will be updated periodically with new information.
______________________________________________________________________________________________________________

I have been working on a bunch of hacks and docs for mega man x1-x3 and 7th saga so I figured I will start posting some of my stuff here.

(Mega Man X3)
Here is a improvement hack that I made for mega man x3. I made the life bar smaller and instead of it being on the sides of the screen
it is on the bottom of the screen. I was going to put the life bars on top of the screen but after some play testing the bottom of the screen
seemed to be the best spot for it.

(http://img195.imageshack.us/img195/3100/old2x.png) (http://img846.imageshack.us/img846/1774/new2zl.png)

I would like to hear what other people think about it.
Do you think this is a improvement?
Do you think it could be better? How so?
If you think some of the altered icons for the life bars don't look good then let me which one(s) and I can try to fix them.

Here is the patch: http://www.megaupload.com/?d=SUROORGD
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Vanya on January 07, 2012, 08:10:40 am
Not bad at all. The only things I'd change is swap the positions of the life & weapon bars. And put in instructions for changing the exact position so user can adjust it to their preference.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: DarknessSavior on January 07, 2012, 11:02:03 am
I too think this is a neat idea. But I personally would keep the icons as the way they were before.

~DS
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on January 07, 2012, 06:39:19 pm
(Mega Man X3)

@Vanya
I did have the life bar on top but after play testing I liked the life bar on the bottom better because most of the time (at least for me) you will
only have your life bar on the screen and not your life bar and weapon's energy bar. I think on average it just gives me a better view of the
level with the life bar on the bottom. But I do like both ways of positioning them and I am sure other people will like one more than the other
so I will create another patch with the life bar on top so everyone can use the patch they like better. I will also add a doc to the file so everyone
will have instructions for changing the exact position of the life/energy bars so the user can adjust it to their preference.

@DarknessSavior
Yes, it is a good idea but I did not come up with the idea, justin3009 did. He first talked about it in his project page, page 6, 2nd post.
You can see it here:  http://www.romhacking.net/forum/index.php/topic,11130.75.html
The main reason I created this patch was to give a better viewing area of the levels. Moving the life/energy bars to the bottom of the screen
alone I think definitely gives a better view of the level but making the life/energy bars a little smaller and putting them close together I think
gives a little better viewing area. I had to alter the icons when I made the life/energy bars smaller or they wouldn't fit in the new smaller size.
I wish I could have kept the same icons with the smaller size but I couldn't. I will create another patch that has the same icons but the
life/energy bars will be the same size as the original as well. Do you think I should leave the same amount of space that is between the
original life/energy bars or keep them close together like how I have them now? And what about the life bar. Should I put it on the top or bottom?


I will be updating my file with the new patches and a hacking doc for it within the next few days. If anyone else has any ideas just let me know.
There is a lot of hacks and docs that I have been working on for the mega man x's on the snes. I almost have all of the level structure data
mapped out for mmx3. As soon as I figure out this one last thing then I can start designing totally new levels. Levels can be on average 3 times
the size they are now.
Imagine how awesome that would be. :woot!:
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: DarknessSavior on January 07, 2012, 07:12:15 pm
I think it looks fine the way it is, with the life bar on the bottom (as you said, that'll be the main one out anyway, so it makes sense, screen-space wise, to have it on the bottom). I just wish you could split the icon thing in half and keep it like it was before, with the "X" by the life bar.

Taking the space out between the two bars is fine, it looks good.

~DS
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Bregalad on January 08, 2012, 06:11:45 am
I don't think moving the lifebar somewhere else can be considered an improvement. Technically it's not any better or worse - just different.
But if you make a complete hack anyways it's nice to make as much changes as possible to the game, so moving the liftebar and changing its still can be cool.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: justin3009 on January 08, 2012, 12:19:08 pm
It can be labeled as an improvement as it takes less screen view and it makes things more easily seen.  If not, it can just be considered an alternate patch.

I do agree a bit on maybe separating the X/weapon icon again if that's even possible.  I think it'll probably be hard to even fit any of the icons into such a tiny little space.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Plint Michigan on January 08, 2012, 01:38:22 pm
Actually, I think it works. Putting it at the bottom actually does make a difference, as it's more out of the way.

Also, I know it's kind of off topic, but john, I'm working on my own hack of Megaman X (Mostly a sprite and story hack) and I was wondering if you know anything about graphic decompressors. I read the tutorials here, but they don't give me a good lead on where to start.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: riffman81 on January 08, 2012, 09:11:19 pm
Having the life bar at the bottom of the screen is different  :) I'm curious as to what you have for X1 -X2. The lack of Megaman X hacks is surprising considering what the level editor is capable of doing and  how many hacks there are for the NES titles. Looking forwars to seeing more! Keep it up.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on January 09, 2012, 07:34:54 am
(Mega Man X1-X3)

@DarknessSavior
I tried to keep it how it was with the "X" by the life bar but it wasn't working out to good with
the smaller life bars. Check out the pics I have posted below. The smaller sub weapon icon
graphics that I made were not good enough so I got rid of the life bar icon when you equip a
sub weapon to give enough space for the original graphics for the sub weapon icons.

@Bregalad
There are a lot of times when enemies, projectiles, and other objects get hidden behind the life
bars. Just look at the first picture in my first post and you will see the enemy hidden behind the
life bar but in the second picture it shows that with the new size and location of the life bars it
is a lot less chance for that to happen. Therefore I think it can be considered a small improvement
hack. Ether way, it is a small, but cool hack.

@justin3009
Yea, the space was just too small to have both icons out. I have some pics below that shows I tried
to fit them in but it didn't work out to good.

@Plint Michigan
The game itself decompresses the graphics. Now for compressors there is lunar compress for X1 and
for X3 there is http://www.romhacking.net/utilities/552/.

@riffman81
There are only a few mega man x hacks. Hopefully soon we will have a lot more. I almost have all of
the level structure data figured out so maybe soon I can start creating some level hacks with new
enemies and weapons.

Here are some pics showing the different possible positions that we can have the life bars.

(http://img194.imageshack.us/img194/4818/llifebaroriginalsizeand.png) (http://img62.imageshack.us/img62/728/lifebaronbottomwithlife.png)
Original size life bars with both icons    Smaller life bars with sub weapon icon the
                                                     only one out. Currently used in the patch.

(http://img263.imageshack.us/img263/8051/lifebarontop2.png) (http://img803.imageshack.us/img803/7585/lifebarontopwithsub2.png)
                  Life bar above sub weapon bar instead of below it.

               (http://img215.imageshack.us/img215/3628/exampleofenergybarsmmx.png)
This is mega man x1 life and sub weapon bars that I tried to make smaller but they didn't come out to good.
I wanted the icons to be smaller while still looking good and this shows side by side pics of how and why I
came up with the current size and design.

(http://img638.imageshack.us/img638/856/perfectlifebar.png)
This is what I want the life and sub weapon bar to look like but I need to free up
three 16x16 tiles in vram to make it. The only way I see being able to do that is by
removing the graphics for the blue shield when you get hit. I don't care about the
blue shield but some of you might so I will have another patch for that.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Bregalad on January 09, 2012, 07:41:50 am
Quote
There are a lot of times when enemies, projectiles, and other objects get hidden behind the life
bars. Just look at the first picture in my first post and you will see the enemy hidden behind the
life bar but in the second picture it shows that with the new size and location of the life bars it
is a lot less chance for that to happen. Therefore I think it can be considered a small improvement
hack.
Yeah, but then there will probably be other enemies or power up that will be on the bottom that will also be hidden by the new lifebar. That being said I agree it looks cooler to have one bar with 2 gauges than 2 different bars, probably takes less screen place.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on January 09, 2012, 07:59:55 am
Yeah, but then there will probably be other enemies or power up that will be on the bottom that will also be hidden by the new lifebar.

True. No matter where I put the life bars a enemy can still get behind it but how I have
it now makes the odds of a enemy being hidden behind the life bars is a lot less likely
to happen.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: RetroHelix on January 09, 2012, 08:07:02 am
The version in the first pic you posted looks best. Weaponicons are still clearly visible and recognizable and you made space for the action which definitely takes place in the middle and right/left from the middle of the screen and not a the bottom.

You can try to please everybody but... u know.
Good work.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on January 09, 2012, 08:59:19 am
you made space for the action which definitely takes place in the middle and right/left from the middle of the screen and not a the bottom.

Definitely not as much going on at the bottom of the screen when compared to the sides.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Bregalad on January 09, 2012, 12:06:55 pm
Now that I think about it, having the bar as it originally was could be annoying if you were climbing a wall from the left side, as the bars hide the action.
With the new location of the bar it would get annoying only if there is some enemies below you which is only the case when your scroll down, but then the bar won't be a bother as it's shaped horizontally.
So after all this could be called an improvement, even if it's nor a major one.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Plint Michigan on January 09, 2012, 01:34:14 pm
@Plint Michigan
The game itself decompresses the graphics. Now for compressors there is lunar compress for X1 and
for X3 there is http://www.romhacking.net/utilities/552/.

*Sigh* I know people aren't going to be answering every question I have about hacking and eventually I'm going to have to be figuring out myself, but the decompressor is confusing me. I click on the decompressing program, and it tells me to type a bunch of stuff, but it doesn't tell me where to type it, not even in the readme. I can't type it up in the program, cause anything I type just exits the program.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on January 09, 2012, 07:14:34 pm
You need to copy your cmd.exe from system32 and put it in the Lunar Compress folder. Run cmd.exe
and then type everything in. Here is a example on how to decompress the graphics for mega man x:
decomp.exe MegaManX.smc mmx.bin E6BB4 102 3840
That is a example from the read me of how to use it. It should decompress the font graphics for Mega Man X.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: DarknessSavior on January 09, 2012, 07:26:08 pm
The picture you posted with the brown background, on the second row, third from the left. That one looks best to me. It's on the bottom, has both icons, is arranged in the right way, and the life/weapon bars are smaller like you made them.

That, of course, is only my opinion.

~DS
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on January 09, 2012, 07:37:07 pm
You like all of the smaller icons I made for the sub weapons? That's how I wanted to do everything but
I didn't think the smaller icon graphics I made were good enough. I tried to make the icons smaller in
mmx3 but I could only make a few that look ok, the rest I tried to make came out horrible.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: DarknessSavior on January 09, 2012, 07:42:58 pm
They look fine to me (except the skull. Wasn't that supposed to be an "R" for reploid?).

I'd have to see it in game personally to really judge, but it looked fine in the picture.

~DS
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Plint Michigan on January 09, 2012, 10:38:49 pm
You need to copy your cmd.exe from system32 and put it in the Lunar Compress folder. Run cmd.exe
and then type everything in. Here is a example on how to decompress the graphics for mega man x:
decomp.exe MegaManX.smc mmx.bin E6BB4 102 3840
That is a example from the read me of how to use it. It should decompress the font graphics for Mega Man X.

Thanks. ...Is it alright if I ask more questions, or is it getting annoying?
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on April 27, 2012, 04:01:19 am

@DarknessSavior   "They look fine to me (except the skull. Wasn't that supposed to be an "R" for reploid?)"
The skull is for the bosses in x1 and the "R" is for the ride armor.

@Plint Michigan      "Is it alright if I ask more questions, or is it getting annoying?"
Ask away. I dont mind at all.

Sorry for the late responses. Better now than never right? :D



(Mega man x1)

I had to take some time off from my hacks but I just now started working on them again. I made some modifications
to the life bar hack. Instead of having the traditional bars for energy there will now be numbers.

(http://img651.imageshack.us/img651/553/regularlifebar.png)         (http://img851.imageshack.us/img851/2728/numberlifebar.png)

Here is a demo patch:  http://www.mediafire.com/?m2wdh6obtejm2yo (http://www.mediafire.com/?m2wdh6obtejm2yo)

Now keep in mind this patch is nowhere near complete or playable. I recommend just viewing the opening video of the computer playing.
I haven't worked on the menu yet and I made some changes to the graphics that are stored in vram that is only partially completed.

(http://img140.imageshack.us/img140/793/mmx1originalvramgraphic.png)    (http://img534.imageshack.us/img534/8202/mmx1newvramgraphics.png)
       Old vram                 New vram

When I complete this hack the patch will come with fully document source code so you will easily be able to make your own modifications to the hack if you wanted to.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: justin3009 on April 27, 2012, 09:03:20 am
That's actually really interesting.  Never thought of actually having a 'number' system to show the life and weapon usage left.  It actually looks pretty good too.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: KingMike on April 27, 2012, 10:41:00 am
So, was it you john, who asked about 7th Saga's hidden item data?
It seems it is indeed mixed in with the NPC data.

I have figured that out while attempting to dump both Elnard and 7th Saga's scripts.
(the NPC ID determines if it is an NPC, a hidden item or a teleport, or maybe something else I haven't discovered yet)
Still having some trouble finishing the script extraction. As I recall, the issue I had was deciding what to do about repeated strings, like if I should somehow attempt to mark them as repeats for whenever I get around to the insertion part.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Plint Michigan on April 27, 2012, 10:45:59 am
Ask away. I dont mind at all.

Alright, I'm starting to have interest in sprite hacking again. My main goal is to change the main character (Not a big fan of the Humans VS Animals motif) to appeal more to myself, but I might change around other things to make it more interesting for others if I ever want to release a hack I make. Changing the main character is no problem for me, as the sprites are uncompressed and editable. But I'm still unsure about re-compressing decompressed graphics to make them editable. I already have Megaman edited for the most part, except most of his armor sprites are still unedited (Haven't gotten around to it) but no matter how many times I decompress and attempt to re-compress, I can never view the boss sprites. (Mostly I want to change all the characters into mythical monsters. Megaman himself is not MegaMiraj, with the robot masters based around monsters of Japanese yokai, Greek myth, etc. Like instead of a penguin, Chill Penguin is now the five pointed master of birds: Decarabia. Flame Stag is now based off the mythical deer dragon: Kirin/Quilin. And so on.) Before I can work on level or text editing, I STILL need to master editing the graphics, and that means learning how to re-compress popularly.

((Note: I'm starting with Megaman Xtreme first before I work on 16-bit games.))

Also, the numbers bar idea is even COOLER than the energy bars at the bottom. :D
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Vanya on April 27, 2012, 11:09:34 am
Sweet! That super compact HUD is down right sexy.
One thing I might suggest is to have the health icon and numbers flash red when it gets below a certain parentage to get the player's attention since the numbers can be easily overlooked in the heat of battle.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on April 27, 2012, 07:42:06 pm

@justin3009
Thanks. I tested several different designs before deciding to use the numbers. The main reason for
using the numbers is because of the sprite per line limit. The other life bars I made and even the
original would break the sprite per line limit on almost every level. The number life bar only does it
in one spot that I found. There could be more than one spot but I still need to test it out a little more.

@KingMike
Yes, that was me. Wasn't that almost two years ago? :huh:
I remember someone had just taught me how to run a trace but I didn't know how to read the code and
then you showed me one line of code where it was storing data in ram then everything clicked and I could
started to understand how it all worked. That helped a lot and I thank you for that.

I have a bunch of information documented for 7th saga that is for how each town is made. Everything like
NPC's, hidden items shops, music, events, rooms, and tiles. All of these documents will hopefully be released
soon. I have come a long way since I asked about finding the data for hidden items.

I will definitely be interested in those Elnard and 7th Saga's scripts when you finish them.

@Plint Michigan
I can help you with X1-X3 but not Megaman Xtreme. How much snes asm do you know?

@Vanya
Thanks. It looks awesome, it doesn't take up much space, and it helps with bugs from sprite per line limit.
The flash when energy is low is a interesting idea. I might have to run a few tests to see how it looks in
game. I actually got the idea for the number life bar from super metroid. I even ripped the code from super
metroid that calculated the numbers and put it in mmx. I only had to slightly modify the code to get it to work
in mmx.


Title: .
Post by: creeperton on April 28, 2012, 05:00:38 pm
.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on April 29, 2012, 08:59:34 am
It is only for a unheadered v1.1 ROM. There is a readme that comes with the patch.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Vanya on April 29, 2012, 02:25:28 pm
@Vanya
Thanks. It looks awesome, it doesn't take up much space, and it helps with bugs from sprite per line limit.
The flash when energy is low is a interesting idea. I might have to run a few tests to see how it looks in
game. I actually got the idea for the number life bar from super metroid. I even ripped the code from super
metroid that calculated the numbers and put it in mmx. I only had to slightly modify the code to get it to work
in mmx.

Neat. :)
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: justin3009 on April 29, 2012, 06:38:01 pm
The method used here actually allows for 'more enemy and PC life' as well without really any issues.  Which is what REALLY catches my eye the most about it all.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Validus on April 29, 2012, 10:01:09 pm
lifebars look so much cooler on the bottom!! GREAT IMPROVEMENT
Title: .
Post by: creeperton on April 30, 2012, 03:25:48 pm
.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: justin3009 on April 30, 2012, 05:59:25 pm
I kind of think the only way the third one would work nicely is if the numbers flashed red or changed to red when you're life is low, as someone suggested.

I feel like that the player wouldn't even notice their health being low because it's not so in your face.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on May 01, 2012, 10:02:02 am
@creeperton
I am going to make it to where you can have at least three times the sub-weapons. I would like to
put all of the sub-weapons from mmx 1-3 + a few more that I design or someone else designs.
There is plenty of empty ram for adding a bunch of sub-weapons.

@justin3009
"The method used here actually allows for 'more enemy and PC life' as well without really any issues."
Definitely need the extra life and sub-weapon energy if I am going to add the difficultly mode.  ;)


Title: .
Post by: creeperton on May 01, 2012, 02:05:14 pm
.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on May 17, 2012, 10:19:51 am
(Mega Man X1)
Here is the newest patch for the number life points:      http://www.mediafire.com/?d12wg51yv9pc599

Life points and sub-weapon points are the same amount as in the original game. In the original game some of the
sub-weapons take off .5 points I changed those to take off 1 instead.

I played through the whole game a bunch of times and didn't find any bugs. If you find any bugs let me know so I can
fix them. The only bugs will probably be graphical since I rearranged some of the graphics in vram. If there are no bugs
then I will compress the code and write the source for the hack then post the completed hack with source at the top of
my first page.

Does anybody know what the difference is between V1.0 and V1.1 roms?

Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: KingMike on May 17, 2012, 11:31:40 am
Mega Man X1? Different copy-protection. I believe v1.1 was easier to emulate. Presumably v1.0 used a protection that was easier for copier owners to hack out of the game. Can't think of why else they'd want to change it.

I'd want to guess v1.0 used a well-known protection scheme. Fast/SlowROM maybe?
1.1 was probably based on mirroring-detection. I know I've heard that being used on one version of the game, and that would seem like something easier to emulate but perhaps harder to hack out of the game (and maybe harder to detect in that day?)
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: justin3009 on May 20, 2012, 07:21:29 pm
Found one bug so far.

Introduction level when you destroy the bee copters.  When you see them crash at the bottom, some of the explosion graphics are scrambled in VRAM.  Loads up random e-tanks and what not.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: slidelljohn on July 13, 2012, 04:57:18 pm
@KingMike
Thanks for the info KingMike.

@justin3009
Thanks justin. Fixed it.


(Mega Man X1)
The patch for the number life points is working good in geigers snes debugger but not in real hardware (sd2snes)
and also not in bsnes. I should have tested it in bsnes a long time ago. There is 2 bugs in sd2snes/bsnes:

1. I am using registers for division to load the number life points and the first number is not loading the correct number
only the second is. It should be a easy fix because I am probably not allowing enough machine cycles to pass. A couple
NOP's or some code rearranging should fix that.

2. Graphics are not storing to vram for the bosses icon. Apparently in real hardware you can only write to vram at certain
times. I did not know that since I was using geigers snes debugger to create and debug my hacks. That debugger/emulator
apparently allows you to write to vram at any time. I want all of my hacks to work on real hardware so I will fix these 2 things
before I release the final patch.


The 1st should be easy fix but the 2nd might not be since I am not really sure when I am supposed to write to vram. I have
read that you cant write to vram when the screen redraws but I don't know when it is redrawing. If anyone can save me some
time on the vram issue by explaining how/when to properly write to vram it would be greatly appreciated.
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: Manamiko on August 19, 2012, 08:18:22 pm
Definitely looking forward to any progress on The 7th Saga. I think despite the difficult and linear grinding that this rpg is very underestimated and with enough edition could be very enjoyable while still retaining its challenge. A universal editor would be even more incredible *similar to lazy shell and temporal flux for SMRPG & C-T.* Keep up the awesome work!
Title: Re: Mega Man X1-X3 and 7th saga Hacks and Docs (SNES)
Post by: dudejo on September 29, 2012, 11:22:15 am
Definitely looking forward to any progress on The 7th Saga. I think despite the difficult and linear grinding that this rpg is very underestimated and with enough edition could be very enjoyable while still retaining its challenge. A universal editor would be even more incredible *similar to lazy shell and temporal flux for SMRPG & C-T.* Keep up the awesome work!

slidelljohn has been working on new graphics while Red X posted a major gameplay redesign patch.

Personally, I consider the latter especially important to work on. The game itself isn't exactly on par with the likes of Final Fantasy so the way I see it, beating up monsters has to be as fun as possible.

The main gameplay problems I personally remember is the general uselessness of offensive magic and the exaggerated power boost that enemy apprentices get. While the player-controlled Wilme or Lux can hold their own, the others are screwed because they also depend on weapons and armor.

To a lesser extent, there's also a harsh difficulty spike once you enter the end-game segment.