Yeah, it's the same issue in vanilla and CM. Really surprised, I assumed Card Master's tables would be relocated since the text is a different length, but so far bank $18 is the same
awesome, that means I can eventually have edit support for CM as well.
What's interesting about this bug is that when changing Goblin + Goblin to Goblin + Ogre, they both use the Ogre colors. When switching Pickpocket + Pickpocket to Pickpocket + Ogre, the swapped PP uses a glitched Ogre sprite. Other monsters work just fine, but not Ogre
The stats seem to load accurately, just that one graphic doesn't play well with others.
If you wanna play around with it, here's my test changes:
-$18/9149: Change 00 03 05 07 09
to 00 03 05 07 04
-$18/9150: Change 00 01 06 07 09
to 00 01 06 07 04
-$18/949C: Change 05 01 06 01
24 02 to 05 01 06 04
First 2 set the 5th enemy ID to Ogre's, last line changes encounter 7 to use the 5th enemy in the ID lists.
Trace $18/80A2, get in a battle then edit register A to the encounter (7). It'll pull up either the 1st or 2nd depending on where in Balnea 1F you are, 1st is by the front and 2nd is by the C-shape on the left.
Just y'know, if you wanna mess around~
EDIT: Okay, yeah it has something to do with recolors. If 2 enemies with the same sprite are in the same list, the later one is the palette used. So Slime + Jel loads Jel's red palette, but Jel + Slime loads Slime's.
Yeah, for some reason Pilferer (01) shares gfx with Goblin (03) and Ogre (04), if they're together with P last then everyone has P's graphics. Same goes for Assassin (13). Gonna need to playtest the different formations as I add them >_<
No dice finding enemy graphics, but PC gfx are in bank $0E. Rooks' out of battle sprite is $0E/81A1-8550 (3B0 bytes) for reference. Tracing is a PITA since the decompressor code at $877C is called for like the entire bank and not always contiguously. I'm... gonna leave that alone for now and just keep recolors apart when designing 2.0.
Map and treasure changes are about done for now, preparing to playtest.
Also this will prooooobably break midgame but I'm tempted to make the Scale Mail water-elemental.
Found the weapon shop inventory. Proof for shits and giggles:
v2.0 is looking sharp, PM for beta testing. Gonna look at torha's patch conflicts and work on a release. SORv2.0 will be an expanded ROM, you can use FLIPS to patch and it will auto-expand for you. I can check for SNES Classic compatibility. Reason being, the game is so much faster this way. If there was a way to store them uncompressed in the original space, that'd be fine. But, that's not been done here so I'm favoring speed as entertainment.
Come check it out!