I did some preliminary testing on the blue blinking patch and it seems to work perfectly
. It not only blinks blue if an apprentice is in a town, but it alternates between red and blue if an apprentice is in a town and there is a rune there. I did notice that the town of Patrof does not blink blue even though the apprentice who has the Star Rune is there. It isn't a big deal, but I thought it was worth mentioning.
The slowdown seems rather odd. When I play the game using Snes9x Debugger on my PC, the slowdown is clearly present in the item and spell menus when I am on the world map and sometimes when I am in a town. However, when I play on Snes9x for the New 3DS, the slowdown is not present at all.
I also have a lot of patches, documentation, etc. for the game that I have not released because they aren't completely finished yet. Since there is still interest in this game, I'll provide some links to them.
7th Saga Editor: https://github.com/sethmjackson/7th-Saga-Editor/tree/Kotlin
In order to use this editor, run the file 7th-Saga-Editor.jar in the Executable folder
This editor was originally written in Java, but I eventually ported it to Kotlin, it has a lot of advanced features that are not usually found in ROM Editors such as:
Support for modifying the character, apprentice, spell, item, equipment, shop, and monster tables
Showing the unmodified values of the game data to give the user a frame of reference for their changes.
When saving changes, it automatically creates Excel spreadsheets which show the original data values and what they have been changed to
The editor does not show empty table entries* and allows the user to sort data in tables to make it easier to organize
Duplicate monsters (monsters that have more than one entry in the monster table) are treated as one entity and changes to one will effect them all*
Support for my magic and speed patch, which allows magic and speed to go up to 999 for characters and monsters without using additional ram addresses
Support for allowing the user to change experience levels using a math formula instead of needing to edit each level individually (e.g. exp needed per level = level^2)
* these features will be able to be turned off in a future version of the editor
I am currently working on a text editor that allows the user to read or write text to any location in the game, search the entire game for a string the user types in, or move text from one location to another in order to create room for longer text blocks. However, there are a few text characters I don't understand, such as 0xF6, which is used to give the player a dialogue option to choose from, as well as execute code (set flags, start battle, etc.)
The older version of this editor that is written in Java can be found here: https://github.com/sethmjackson/7th-Saga-Editor
Features I would like to include, but don't know how to accomplish:
Read sprites from the game so that the user can visually see the characters and monsters they are editing
Modify sprites, objects, the world map, etc.
The ability to expand the rom, and possibly add new world or dungeon maps
7th Saga Documentation: https://www.dropbox.com/sh/lebhsvk7p4o0cw9/AADhPRAROBMTtsxia_9EQPvoa?dl=0
These documents show every assembly change I have made to the game. It is a little disorganized, but a lot of useful information on the internal workings of the game can be found within.