Looks like probably all the skills need to be updated to use the new boxes; that will be the next thing I focus on for sure. (DoPhysicalAttack_NoAttackerBox might be the cause for Cover. Its using Box #4. That's probably the wrong ID.) Should be fixed now.
- some bugs may still occur...
The two dot icon is s'posed to be Regen... I don't immediately see that I set up the icons to do anything with Cover, so that's likely a case of me pushing the skill buffers around in RAM. Should be fixed now.
I DID notice that the upper left Imp seems to ignore Cover mechanics... Very strange. Hopefully fixed it by swapping a compare around, but if not, I at least think I know where the issue is.. Edit again: Yep, that didn't do it...
Okay, think I got it this time. Upper left imp = attacker ID $01. Fighter doing the defending was in slot 2 (since slot 1 takes most of the attacks, this was the faster way to test cover), so that ID was also $01, when it should have been $81. So if the fighter at the top was covering someone who got hit by the imp in the back row in the middle, THAT imp would also have bypassed cover!
Hopefully when I fix all the other issues, there won't be any end of battle crashes. I'm not going to look into that until everything else is working as intended. Just assume for now that if something looks weird in battle, the game will crash at the end of it.
Also fixed up the Pressing Start thing, so that you don't have to press Start when selecting a battle item to carry. Hint: Cheat yourself a Light Axe into your inventory by setting $5E1C to $01. Armor is um... still needing some tweaks. Should be fixed now! Whether or not armor and weapons have the right elements and such is to be seen...
Stealing should also work now. While adding $10 battle-only spells, I forgot to shift the item tables appropriately, so stealing from an imp would say "HEAL" but mean "10 G" ... once that was fixed, it was still giving 300 G!
April 27, 2020, 09:38:01 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Not sure about this. I think I prefer the single-box layout, and I want to keep Critical displayed (why not here if its everywhere else now?) and I fixed Mag.Def to M.Evade like everywhere else (maybe not in level up displays yet.)
But what other stat could be displayed to make this more even?
I updated a lot of things in Bank $0F. My original Intro code was a bloody MESS, and now I think it runs a lot smoother. I'm not sure about the distance the letters pop up (2 frames of middle blue, 3 frames of light blue, then white background tile updates as the letter hits the final spot; for the first 4 of those frames, the letter moves 1 pixel up and to the left. The 3 light blue frames can't be helped, to my knowledge. Since the background tile drawing takes an extra frame, I tried to set it to drop out 1 frame, but then it was like the background tile was drawing 2 frames early??? I gave up. ANYWAY: if this is too much, I can adjust the Y position to update less, so the letters are not traveling as far.)
Sound test screen now displays again! (It was a JMP instead of a JSR...) Almost everything uses DrawComplexString now, instead of its own version... I almost wonder if I can set up some more variables to make it usable for drawing Battle box text to RAM instead of to the screen... THAT WOULD SAVE SO MUCH SPACE TO DELETE THE BATTLE TEXT ROUTINES but no. More important things right now.
Another small edit. This makes room for 8 more tiles in CHR, and puts the text and fancy-box at the same height.
There! I wanted to use that stat anyway. I'll upload to Github once I'm sure its working.
At the moment, the idea is that hitting an enemy gives 1 spirit. Getting hit takes away 1. Being confused and hitting another player, both lose 1. Getting hit while guarding, praying, parrying, focusing, runicing, hiding, etc., all give 1 instead of taking 1 away. Caps at $FF. Dying sets it to 0.
It will have no effect until someone decides to use it. I don't really know what I'd use it for. Making Pray work better? Giving a boost to abilities? Divide it by 4 and tack it on to evade, accuracy, speed, whatever? USE IT AS JOB POINTS? (Don't panic, I won't.)
That fills up the last unused byte of character stats, too. Right now it should be 0 so I don't know why its 47 in that screenshot.
Edit: And that should be the final edit to this post because its a beast now. Spirit works so far! I added some tweaks to Praying, since that makes the most sense. So Failing gives 10 Spirit, doing a Pray spell uses up 10. Spirit is used in the fail calculations--Random roll between Spirit and $FF, need at least 160 to succeed. So a spirit of 160 always succeeds. So pray 16 times and fail, and 17th will be the one! Killing an undead enemy gives +3, and being hit while covering an ally as a Knight/Fighter gives +7.
Also fixed Critical hit displaying in menus; it was always reading the first character's byte.