- Updated pre-release Reborn V1.10
- Added Text\Font_-_Ancient; just a goofy experiment, it's not the most usable, and has some outline rendering issues, Off by default
- Added two more fixes to Text\Event_Fixes, both in the Tasnica throne room
- Fixed Quality_of_Life\Frosty_the_Friendly_Alchemist making the stove run south
- Minor code cleanup for Audio\Async_Music_Crossfade, also made staircase footstep sound not cause music load hitching
, I never managed to reproduce that blank text box in the Tasnica throne room, but did get some other event bugs there resolved (one specific to Reborn, and others that affected all translation variants).
, no sweat on the boss thing. I don't know why those are different than other bosses, and it's not like they couldn't be changed, but that's outside the scope of Reborn, and I've never gotten around to making a Turbo feature for it.
The Flammie Drum stuff is basically two bugs. When first triggered as it gets ready to pan upwards, sometimes it overwrites enemy / NPC sprite graphics which you can see sometimes. That's likely the glitchy graphics you're sometimes seeing after the Mech Rider 2 fight, is Truffle's graphics getting scrambled during the pan up, and it's not unique to there. Then, Truffle not despawning when Flammie grabs the party is due to Miscellaneous\No_Drum_Respawn. While I made it not do a full map respawn, I didn't add the capability for it to despawn
NPCs if event flags have changed (which is the case for castle top Truffle; the vanilla full respawn incidentally wouldn't respawn Truffle since event flag 0x35 had changed); I'll probably be able to improve that, but No_Drum_Respawn is pretty complicated and fragile code, so it'll take some time to figure out.
As for music + event timing, that's a serious pain in the butt to nail down. ZSNES is also less likely than other emulators to have music + event timing exactly the same as on real hardware. Aside from Proportional_Font, tons of things affect the timing... Enable_FastROM, the newly improved Async_Music_Crossfade, likely other features. Thankfully there aren't too many places in the game where the precise timing is particularly important, but I do want to do something about the few places it does matter.
Oh right, and Sword of Mana is very different than Final Fantasy Adventure. It's roughly the same story, but only very generally. Think of it like a movie reboot, where the new version maybe keeps character and location names, and the central plot points, but is otherwise completely different. They're both pretty neat in their own ways, though at a pretty fundamental level Sword of Mana is a much better game. Adventures of Mana was a direct, faithful remake of FFA... probably too faithful.
I'll get back to you regarding All_Weapons_Destroy_Obstacles as that's a zhaDe NGI feature and I never looked at how it worked.
, I went and smashed quite a few Water Thugs in the great forest and didn't happen across a misbehaving chest. You can get Candy or a Cobra Bracelet out of them, and I went until I got both. I didn't verify if they can be trapped and if the trap worked correctly, so that's the last thing I'll still need to test.
I've certainly never been happy with this game's weapon charging system. I'll keep your suggestion in mind if I get to playing with it again. I'm rarely worried about if something sounds
overpowered; there are always ways to counter-balance something that's too effective, and what's most important is that a game is mechanically fun.
Anyway, pleased to see you noticed the title screen option. ManaRedux pointed me at your post about the box art, and I saw implementing it as a fun way to quickly brush up on how the title screen works since I hadn't looked at it in like two years. If you do get around to running it on physical hardware, I'd love to see a photograph of the title screen in action, if you're so inclined.