But whatever been solved earlier, I won't purposely trace it back again unless I coincidently find it.
That's totally fine.
I mean, we want to help but you can't expect us to blindly test one by one again when we are nearly there, right?
I appreciate you going out of your way to test the patcher in different ways, but I don't "expect" you to do it, much less after each release. Just to let me know if you see something wrong in whatever way you decide to play the game.
It's just that because you move certain stuffs around, only that part might have regression.
This is where we can help out if you can roughly tell us what are the things you have moved around.
As I said, the whole base patch had to be rebuilt to fix issues with the new Shadow Armor sound effect files. So anything Shadow Armor related needed to be tested.
Besides that, changing file sizes means all the options related to disc files other than the main executable had to be manually updated one by one. Options such as:
- All graphic changes (title screen, loading logo, mugshots, all palette changes including the ones from the "incomplete armors" option)
- All stage mods
Additionally, I moved a lot of options that were embedded to the base patches to the patcher itself, so they're easier to mantain in the future:
- Mugshot display code.
- All script text related code (variable font width, text box position, menu layout modifications).
- Every minor original game bugfix I've mentioned as included in the base patch (mugshots animation, Rekkoha mission report message, High Max boss health size by level fix, Cheat Code 1 not forcing Falcon Armor in, remembering cutscenes triggered by Zero... These are all listed in the readme.txt)
The good news is, I also expanded and matched several files' size across both base patches (original script and new script use different base patches), so, unless a critical file has to be reduced in size (unlikely), I won't have to go through this process again.
I suppose mentioning this before could've made testing easier, but the point is, there's ALWAYS a chance for a mistake or a new option to affect previously working ones in a way I didn't anticipate. Romhacking will always be messy.
Still, I get your point, and if there's any need for another big rearrangement (though I hope this is the last one), I'll be more descriptive of the changes.
I realize this, I had already seen, but I do not recommend using both options, otherwise you will be accidentally deactivating at all times
example - ⬇️+Δ Ensuizan (even if you change the bar)
Even though it will only activate/deactivate if the Guard Shell is selected... I just realized, it will be selected automatically whenever a bullet is fired and the ammo is reduced. This will most likely cause accidental deactivations. Is this what you mean?
I'll try to make it so it isn't automatically selected on each use.
I fixed the palette changes to the Shadow Armor's saber on the boss rush area, it was a quick fix as I expected. However, I haven't updated yet because ran into a major issues with the "slide down by pressing ↓" option while on this stage, one that can potentially freeze the game.
I'll be having a lot less free time this week, but I'll try to update with these fixes soon.