I meant at the romhacking.net site itself. There's no guarantee people will even visit his personal site or follow the instructions.
That's an issue with the Romhacking.net site then, and it is not my problem.
Now, to reply to a couple of points.
― I also like the arrows in the signs in Redaction. I have considered adding it, but scarcity of free tiles has held me back... Note that the cursive typeface is also being used for the clues. But I guess I could take $41 and $76. $76 is used for stuff in forests, but it is not used for anything in towns. There's also $72..$75, but it's used for stairs. (Oddly, duplicated at $F1..$F4.) DONE
in release version 1.4.1.
― Re: Game is too easy, personally I hate "make game more difficult" type of hacks. Not going to do.
― The whirlwind is a special event confined to a particular location. It may be explainable by geography: The cliff face causes circular winds to occur naturally, and the crystal held by Simon focuses the rays of sun in such way that it heats the pyroxenite within the cliff floor, and causes a particular mixture of cold and hot air to develop rapidly, that it produces the minuature tornado suddenly to occur. It's not that Simon has the forces of nature in his control in general. No, I am not going to make the whirlwind into a Pidgey that you can Fly at any time you want. In addition, the game's world is so small that you can travel a full circle in under 10 minutes of real time (2 or 3 days of game time). Furthermore, changing the travel mechanics in the game also would change the expectancy for the in-game time that it takes to complete the game. As the endings are tightly tied into the time it takes to complete the game, changing the time would also require changing the endings. It is an avalanche I am not willing to unravel.
― I think achievements are rather a transparent feature. You are free to ignore them if you don't like them. I have hard time seeing how they can be annoying in general
. I can see how they could be annoying in Simon's Quest though, if they use the same dialog box format as used by the night/day time messages.
― Working on SRAM saving now. I am going for two goals: 1) read-compatibility with saves made by Matrixz's SRAM patch 2) game state is fully saved except for non-Simon actors (monsters, projectiles and other weapon objects) and some minor bits. In addition, there will be multiple save slots. If achievements are made, they will be saved also, but they are global (but resettable) and not tied to a particular save.
― There is no FDS music in a game targetting the cartridge format, including my patch. I was considering
for a long time to put back the FDS ending music into the game, to accommodate a longer ending, but in the end I did it a bit differently.