After being distracted by randomizers, I returned to working on my 7th Saga mod. Unfortunately, since I'm roughly doubling the number of monsters, I need to locate and edit the table for what graphics are used by what monsters. Is there room to expand it? I'm currently at 146 monsters (technically 141, but Doros, Gariso, and Gorsia have multiple entries), but that may increase a bit.
Also, if anyone's up for a bit of coding, I'd like to change the stat gains. Much like in Ogre Battle, they're too limited (the gap between 2-4 speed and 3-5 speed is too big). Ideally, I'd use the following formula:
stat_gain = int((base_gain + rand[0..31]) / 16)
That way, we can tweak stat gains by a fraction of a point.
Finally, there's also monster palettes; IIRC they were discussed, but not actually linked to. if they were linked to (and I missed it), I apologize. EDIT 2: Found 'em.
EDIT: If we want, we can also give a bit of an Elnard boost (for everyone, naturally) by changing stat gains to int((base_gain + level + rand[0..31]) / 16). Right now, though, I think we should stick to the first formula.
So I discovered something new (to me, anyway) about 7th Saga modding.
If you look at Dr. Fail's rom data guide on Gamefaqs (specifically the monsters section), you'll see that the first and 38th columns are described as unknown. slidelljohn figured out that the first one was related to monsters running (which makes sense, seeing how well it correlates with how far through the game they show up). But the 38th? Just now I realized it runs a script (or something similar).
More specifically, with that byte 00 for everyone (a default value for modding), Romus would still be there after I beat him. But if I change that one, single byte to 0B (the vanilla value), after he's beaten I get the standard "The curse of Romus is gone".