Good news everyone! I found the King. He was undone by a rogue elemental weakness variable.https://drive.google.com/open?id=1pHO5ooyLaS7UscYMlHvjDS1-NRI7RYXy
- Version 0.31
New Thing - Red tint when player is attacked!
Will add jam sprites and veins to the screen edges next.
New Thing - Press select in the start menu to swap characters. Expected behaviour: Press select, choose character, press A, (character should now be in cheer pose to indicate they're selected!) choose second character, press A: swap successful with original menu SFX noise, if SFX is turned on. Pressing B at any time should cancel the swap and return the cursor to the main list. Trying to swap dead and stoned characters, or the same character with themselves, should cause the "cr-kow" error SFX or screen shake without red tint.
New Thing - Press Start + Select while loading or saving a game to clear that slot. You will be warned! Press B to cancel, or A to accept. This feature added 2 new tiles: One skull'n'crossbones with a black background located in 0D_B4C9_menuorbs.bin, and one plain black tile in bank_09_data.bin -- but $C1 really should be the black tile, if $FF is the normal background colour, right...? Eh.
New Thing - After Character 4 picks their battle command, a prompt shows up asking: Ready? Yes/No answers. Press B to return to Character 4's input. Press A on yes to continue the battle turn, or Press A on No to return to Character 4's input.
New Thing - Pause game with select! Screen darkens, music stops, sprites may flicker in standard maps... otherwise, seems to work fine. Music will resume after (triangle may take a while to kick back in if you paused on a long note.)
Fixed Thing - Instead of a second A button press stopping music in the sound test menu, it would play the healing jingle; now music stops properly.
Fixed Thing - Temple of Fiends and Sea Shrine song names were swapped in the sound test menu.
Fixed Thing - Victory music would persist in the overworld after battle and other such music not starting/not stopping nonsense. Fixed.
Fixed Thing - All Square 2 music tracks swapped to MMC5 Square 2, so that Square 2 for default music tracks is solely for SFX.
Fixed Thing - Exiting the armour equip screen was overwriting the King of Coneria's visibility flag somehow.
Fixed Thing - Weapon and Armour stats (critical hits, elemental weaknesses, etc) are updated for characters at the start of each battle
Fixed Thing? - Physical attack ailments *should* no longer be given to a character after they die.
Bug? - Square 2 holding high note when using healing items or spells in the menu - fixed? Maybe?
Bug - Listening to the old healing jingle in the sound test menu twice in a row produces a short high-pitched note. No idea how to fix. Not really important?
To Do - Find the King.
To Do - Go over enemy stat loading for physical and magical attacks and make sure everything's there.
To Do - Options cursor finickyness
To Do - Intelligence stuff!
To Do - Option to clear save data
To Do - Battle turn confirmation after 4th character picks command (have had so many oopsie moments here)
To Do - Have hidden icon be updated separately from the rest of the names/HP/ailments.
To Do - ChaosDeath routine tweaks for smaller battle screen (still)?
To Do - Sorting menu needs to be bigger, sprites need to move further to the right and less to the left, which will be undone by-- To Do - Swap characters on menu screen intead of select screen
To Do - Delete old swap routines and make lots of space in Bank E.
To Do - Inventory/Weapons/Armour screens and mechanics re-write
To Do - Save overworld / map music in place when transitioning to battle, then return to playing from where it left off after battle. (May not be possible?)
To Do - Move enemy stats permanently from Bank C to Z, in order to add more; specifically, a stat that holds an "item" to be stolen from them. And then make sure all routines loading stats can reference them properly.
Someone else will need to work on some battle stuff for this, at some point. It's the math again. I just don't know what to do with it. I don't know how intelligence should work to do anything, or how the extra critical hit/effectivity thing for damage should work... Its all... just too much.
I don't like it, its not fun for me, and the game is fully playable without tweaking it... so whatever. If someone out there wants it--the files are free for editing! Pitch in!
Far as FF3 goes... I love the first third of it, and then get to that damn giant warzone city and remember why I always quit. The pacing just breaks there, for me. Seems like everything's a side-dungeon to grind out, when there wasn't that much grinding to do in getting off the floating continent. Assuming I can even get past the weird king bird enemy that you need dragoons for--but oops, there's no way to train dragoons while trapped in the city, is there? (Is there??)
FF3 Disassembly... I've been off and on about that idea. It seems like a big project. And which version would be best to do it with? One already patched with a translation? Looking it up, I just found out there's another translation, too, never played that one... but it has more hacky-ness done to it, so maybe not a good pick for a disassembly? Someone suggested making an MMC5 patch... Hmm...
Well, for now, I ignored this project for a while to come back with a clearer head. So I guess I'll continue again when I have time.