I've been sort of peripheral to romhacking for the last 4-5 years, been following the major developments, etc. I've decided to try my hand at two hacks which should be extremely simple (comparatively speaking).
First -- The leaked release of Crimson Echoes, from what I hear, is legitimately the one that had been memorialized in the youtube videos (or is at least close enough, and fully playable). I recall that Crimson Echoes was originally going to have human Glenn sprites rather than frog sprites -- indeed, I know that FoE has already done so, but CE is the one I've been waiting for.
I've found someone's complete spritesheet (jyaki123 on deviantart, I believe, finished the one by Chrono'99 and Darkken), and I intend to insert it into CE. I might also do Sorin and the Porrean soldiers, since those seem to have also been left out of the leaked build (and are available on the CE site).
Would you suggest Tile Molester or Temporal Flux for this? And I remember hearing about some utility for easily and comprehensively checking the behavior of edited sprites in CT (i.e. without playing the whole game to check all the techs etc.)... is that in TF, or is it a standalone utility, or am I making this up?
Finally, is there anything about CE that would prevent it from being played on the SNES hardware? I've heard conflicting reports about this: some people say you can only use ZSNES for it (including Zeality and an NPC in the game), but others report using Snes9x all the way through without any problems -- and actually most of the bugs and glitches I've heard about were from ZSNES users (probably 1.51?).
I know custom music tends to break hardware compatibility, but apparently that is NOT a part of the recently leaked CE.
I haven't heard reports about playing through CE with bsnes, which would of course answer my question. My goal is to make a homebrew cart of the game, which is an ambition I've had ever since I heard about CE in the first place.
Second -- back when Zelda-Parallel Worlds came out, I collaborated with Dr. Floppy on the script revision to produce version 1.1. I made a homebrew cart for that, and unfortunately, the title screen is messed up on the SNES (though it works fine on emulators). Specifically, it doesn't show the sword animation and has a few other glitches. At the time, I asked Euclid and/or SePH about it, and he said it was because he "forgot to clear VBlank" or something of that kind.
Really, it seems like to change that would take a few bytes, if that. But I have only the barest experience with ASM, and I don't know how to find the relevant instruction in the ROM. Does anyone have any pointers?
Again, my goal is to make a homebrew of this one. I would wait for 2.0, but SePH is all tied up by Parallel Universes and doesn't want to finish the PW dungeon overhaul anytime soon (if ever).
Thanks for reading; looking forward to suggestions.