, by most peoples' standards, this has been "1.0"-worthy since its original public release. The changes you see being discussed are actually usually incredibly minor in the grand scheme of things, so aside from occasional bugs, it's been pretty solid since, like, March. When I do software, I usually call it an "alpha" until I consider it good enough to have other people use, then it's "beta" until it's done, and then when it's done I'm usually gone. Because it's done.
Side tangent, what do people have against software that is no longer updated? That's the best kind; it won't change out from under you so you can master it, modify it, etc. without your effort going to waste. All of these video games being hacked on this website are "unmaintained" (or whatever word you want to use for final and unchanging) and what is done here wouldn't be practical otherwise.
, what hmsong said, I already used the one unused normal enemy to make the Farmable Sword Orb monster. There may be some tricky ways to have the event system reconfigure the monster you fight in Tasnica; will bring that up with kethinov.
, Spell System Extensions mainly compacts the vanilla spell functions and then uses the resulting space to change some hardcoded behaviors of said spell functions to instead base their behavior on spell data; the prime example is probably the Saber spell function(s) where in vanilla each element calls a different function entrypoint to specify their element, while the SSE version just reads the element from the respective spell's spell data.
As for the 3rd and 4th MB of the ROM:
- The 4th MB is only used by NGI features and Turbo features; anything where it has the ~ symbol in their description on the first line. Anything where I let the ZPS patcher dynamically allocate space for code/data instead of packing it into vanilla ROM space.
- The 3rd MB is primarily used by event script overhauls, so VWF Edition and Relocalized, which mostly ignore the vanilla event scripts in banks 0x09 and 0x0A and instead use copies in 0x20+ ($E00000+). However, I also put any large feature that warranted the use of its own dedicated bank in the 3rd MB as well, namely the Title Screen stuff, ZSNES MSU-1 code, and the Polished_Weapons data (which is location sensitive and needs to mimic bank 0x14 to work). These are all marked in their feature descriptions with a superscript 3.
, no I haven't gotten to kethinov's updated Remove_Empire_Castle_Gate.
I hope Queue applies all the important patches to his Turbo package.
That's always my goal, it just takes time. And there are now more of kethinov's SoM hacks than stars in the sky, or something; his work has gotten more complex over time so it takes longer to integrate each one, plus I usually want to play them so that slows things down further.
$D0B9F6 is an AI script (that selects the nearest opponent as an AI's melee_target). Any other AI script can call that one using the command FF6AE1; AI script function calls use an offset relative to $D04F15 when specifying the address of the function to call. The point being, when you want an AI script to call the "target nearest opponent" AI function, you use FF6AE1, and then follow it with C1 to copy the melee_target to spell_target. The hard part is finding space in the AI script you're modifying for those 3 extra bytes (since you'd likely be replacing a single byte C4 with FF6AE1C1).
, added Hydra's room to my list. I think Elinee's castle is likely up next to get tidied up; spent some time there to experience the changed music and noted a few things that need fixing. I would've done Gaia's Navel when working on the Goblin Village back entrance but uhhh... it's freaking huge and has some severe issues (lots of seams, entire rock faces that start their tiling on the wrong column, atrocious out of bounds trees, topless trees, bisected trees, etc.); that place is going to take a week to clean up at least. I've mulled over implementing some new map compression command codes to assist with Tidy_Map_Pieces but haven't committed to it (namely to make the standard SoM forest tiling compress better).
I've put off changing spell descriptions partly because I haven't wanted to deal with Relocalized compatibility for them, and partly because at least Blaze Wall and Evil Gate's vanilla descriptions were vague enough to mostly fit Inferno Barrier and Shadow Saber as-is.
As for the Goblin Village, yeah, back when I first set it up I wanted the little guys to be there to fight, but that's a non-combat map so that there can be more than 2 goblins + fake girl for the cutscene. Realistically, it'll require an entirely separate map (although using the same map pieces) to have a combat version, which is a boatload of work to set up.
It being daytime isn't a bug, I set it that way on purpose for the time being for two reasons: 1 is cutscene visibility (thematically, evening might look better, but there's no mechanism for any forced time of day except vanilla day; so it would require modifying the event script to set the time of day), 2 is palette issues (the goblin village fires use a stupid color selection that I can't make glow at night without also making other things glow that shouldn't, like flowers). Changing the colors proved annoying and I wanted to get the feature out the door and move on; if I get back around to that I can unlock the time of day for that map.
Anyway, thoughts on the Tasnica boss... I think you could extend event 2D0 to do what you want; after the event uses door 366, I think the "boss" would be loaded so the next command(s) could be stat modifications to him, including zeroing out his chest drop chance. If I have this right, the boss is object 4 (boy 1, girl 2, sprite 3, boss 4, king 5), and chest drop chance is $E1CE,X, so event command 39 04 CE 00. Event command 39 can write to any of the upper 256 bytes of an actor's data, so you could probably work in some interesting tweaks to the enemy aside from just chest drop chance.
There's no vanilla event command to modify the lower 256 bytes; I added that capability to event 3D in Centered_Inn_Bed, and that code change is in-place and stable (I'm unlikely to change it) so you could copy that if you wanted to be able to change other parts of the boss's data via event script. If so, the command pointer table entry is at $C1E99C, and the rewritten code is at $C1F010.
Edit: Looking at actor data, I guess the upper 256 bytes contains most of the stuff worth changing, so event command 39 is probably all that would be necessary. Event 2D0 is in bank 0x09 so there's tons of free space by overwriting part of the unused Japanese ending credits event. I have some stuff there (New_Game_Plus, Day_Night_Cycle, and Revisit_Goblin_Village) so it'd likely be worth coordinating, or you can just put it wherever and I can handle relocating it when I get it imported (if you even take that approach).