The default names is a good idea, I always name them like this anyway and I could use lower-case letters so that it is "Randi" and not "RANDI".
I've already tried to make it so you can move any in direction whille running but ran (no pun intended) into some problems (if you released the D-Pad you would stop). I could probably make it work but it made it very easy to pass-by enemies, in seiken densetsu 3 you can't run while in battle so it's not a problem. Maybe I could lower the running speed but IIRC when you walk you travel at 1pixel each frame and when you run you travel at 2 so I don't know if it would be possible. I could probably make switch between 1 and 2 every frames but it might be noticable and look bad.
You are not the first to ask about the the screen scrolling starting sooner, the problem is that the maps wrap-around so if the screen start to scroll sooner you will be able to see farther than you normally can and will see the other side of the map... Im currently working on making player-controlled character able to be farther apart and found the place in the rom where the screen scrolling is handled. I tried making it sooner but, as I thought, when on the edge of a map you can see the other side sometimes.. Its kind of hard to explain so heres a video that shows what happens Video
, In the video the scrolling starts way too soon but It was only to make sure that it will happen, some maps are smaller than others so if I change when it starts scrolling I would have to test all the maps edges.. I could make the screen stop so that you it doesnt wrap-around but in the moon palace the wrap-around thing is used. I think its the only place that this is used tho so if I find I way to know the map you are currently on it might be possible. It would not really restrict the other players that much (at least with how I made it possible to be further apart) if its not too soon video (too soon)
. Normally the screen starts to scroll when you are at about 1/5 of the screen, 1/3 or 1/4 would make it easier to see where you are going IMO.
About the targetting feature:
I never really used it personally when I played the game as a kid, but I tried it while working on this hack and I found it to be more useful than I thought (still not very usefull tho..). I think it just sets the character's current target, but doesnt "lock" it so if the character is closer to another enemy its target will automatically change. AI characters normally only start to target enemies when they are close tho so you can use the targeting thing to make them attack an enemy that is far and the AI character will walk towards it and attack it even if its far away (altho most of the time he will get stuck on a wall trying to get close to it -_-). Locking the target on your selection could be a good idea but I doubt people would really use it because AI-controlled characters are so bad anyway, you can't really relly on them and make a good strategy by setting their target.. I think I should make them start to attack enemies sooner tho so they don't follow you most of the time and end up attacking the same enemy as you. I guess the developpers made it so they attack only when very close so that they don't end up attacking enemies when you just want to pass-by them, but with how they now teleport to you when they are out of the screen that wouldn't be a problem. I think it would make them look more like players if they would spread out and attack enemies sooner, it could also help them because it seems their main flaw is that they just dont attack enough, putting their AI more towards "attack" seems to make them way better because on "defend" they just stand there and take hits, maybe if they aquired their target sooner they would also react sooner.
I don't think I make the ring menu not pause, The menu uses alot of sprites and I think that you would get major slow-downs if it didn't stop the gameplay. The developers had to remove alot of stuff from the game (since it was first developed to be on the nintendo-sony CD console) to make it run at 60FPS. There is already some slowdowns noticable in some towns where there is alot of NPCs (empire city for example) in this hack because of the additional stuff. The fight against the shadow version of Randi, Purim and Popoie already has some slowdowns in vanilla and its even worse with this hack. I also think they greyed the enemies because the menu icons used so many palettes that they reached the maximum available.
I don't know if this hack is currently compatible with FuSoYa's VWF but like Hiei said, he is working on moving his hack to another bank so that it is compatible with this and from what I have seen the VWF is really nice, it makes things alot easier to read. I think the naming would probably still work with his VWF even if I implement something like Regrs did but im not sure, if it makes things too complicated maybe the naming could use the old non-VWF but then in the game when the character would talk his name would use VWF anyway. The uncensored patch also brings back the badass-looking and harder version (acording to Hiei-) of the robot bosses (I think the first one is named killroy ?).
I guess that by "MB" you mean megaBit (Mb) and not megaByte (MB) right ? Cuz a 32MB som rom would be like more than 10 times larger than the originial XD. Thx for moving your stuff to another bank btw, It would have been a pain to move mine because of my poorly designed homemade assembler
I got the "players can be farther apart" feature working now : Video
. The players can go all the way to the edge of the screen. If an AI character follows a player that is close to the edge he might move towards an enemy that is not in the screen and end up being teleported back to the player but I think that wont happen very often and its still better than blocking players at 1/5 of the screen. When players are close to the edge and enter the ring-menu the menu has some icons missing (out of the screen) but the selected icon is always in the screen altho it can be behind the textbox but its not really a problem because the textbox is semi-transparent. I made it so you can't go down as much as the other direction so you don't end up behing the status bars that would have make it hard to see where you are. I also fixed the bugs with the AI teleporting when they were still in the sceen in the moon palace wrap-around room and shadow palace (a room is so close to the edge that the sceen coordinate goes below zero and messed with how I calculated the AI characters distance). The bug with the Pureland event is back tho since it works with the scrolling thing lol, I still have to find a way to fix that (again).