Updated hacks:Neko and Watts in the Mana Fortress
: Moved the last Neko to beyond the teleporter. Thanks to Queue for help with the music again. http://www.romhacking.net/hacks/4413/Equipment Progression Balance
: Grave Bats no longer drop Vampire Capes. Also moved the last Neko to beyond the teleporter. http://www.romhacking.net/hacks/4422/Level 9 Weapons Progression Balance
: This just incorporates the technical changes to the "Mana Magic Unequip Fix" code Queue just released. http://www.romhacking.net/hacks/4309/Magical Herb
: New animation. Also now dispels Lucid Barrier and Moon Energy. Thanks to Queue for help with some of the refactoring. http://www.romhacking.net/hacks/4426/
Wow, I wonder what everyone's timezone/waking hours are, since I didn't think anyone would be Posting 'til later.
I'm +10GMT (Australian Eastern Standard Time), and it's 12:04PM right now in my zone. Ordinarily, I wouldn't expect myself to be awake right now, harhar...
I'm in New York.
kethinov, while importing Echoey Matango Caves, a thought occurred: wouldn't it have been easier and cleaner to change event 7CD to play a different song and fix up event 231 to cope, rather than changing events 27D, 282, 286 and 287? You had to jump through hoops to get some of the events to play nicely with event 280, with 287 being especially deformed (not that I'm against hacky solutions).
I may be overthinking it, but still felt like sharing the observation.
I was concerned event 7CD might be called by a whole bunch of stuff, so I decided to leave it alone and merely edit the events in Matango Caves that call it rather than edit 7CD itself and then have to trace everything that called it.
How do you know which event is which? I mean, I took a look at bank 0x0A (I think I'm looking at the right place), and some events are labeled, but most of the latter events aren't labeled. So how would you know which event goes with which event?
The event system spans two ROM banks and has a pointer table at the top of each bank. Each event uses a series of event commands that are shorthands (or function calls) for more complex code, e.g. open textbox, print this text to it, etc. The basic idea is fairly straightforward, but it's only possible to make sense of an individual event if you know a good number of the event commands and how many bytes they take as arguments (or the command terminator in the case of something like printing text to textboxes that can have an arbitrary number of bytes follow).
The event numbers are based on the order the pointers appear in the pointer tables, labeled sequentially. So, for instance, event 001 is the second pointer in the pointer table. Its pointer points to the event directly after event 000.
The reason I ask is because a while ago, I tried to rearrange the orb drops from the bosses (Ancient City and on), but I didn't know which event goes with which. It all started when I tried to make Buffy and Dread Slime drop Whip/Boomerang orb, since you don't have access to Terminator/Master Ninja until after Dread Slime. But of course, then I would have to change the drops of the previous bosses.
But thanks to kethinov's recent ips, I now have access to the missing orbs before Mana Tree. Still, I'd like to know, just so I can try this and that.
One of the original premises I had when working on Level 9 Weapons Progression Balance was making Buffy and Dread Slime drop weapon orbs since they're the only two bosses in the game that don't and there are conveniently two "missing" orbs (axe and glove), so it seemed like that would line up nicely. I did figure out how to do it, but while working on that, it occurred to me that a deeper problem is that orbs are so backloaded to begin with. 11th hour power hours suck. And exiting the Fortress to forge weapons sucks even more.
When I dug deeper, I realized the original programmers probably intentionally did not want any "required" or "obvious" orbs in the Mana Fortress. They programmed in the level 9 weapons mainly as a bonus or Easter Egg, given that they are rare drops. They weren't meant to be farmed. If you farm them all in vanilla, you'll reach level 99 on all your characters before getting them all. But the two "missing" axe/glove orbs were a legit bug. They were always meant to appear in Underground City. Two chests—one for axe, another for glove—are in the vanilla ROM's spawn table in Underground City, but were mistakenly set to spawn inside of walls. Some clever people using NoClip managed to walk into walls to get them in the vanilla game—there are references to this in other forums, but they were otherwise inaccessible.
Anyway, I ultimately concluded it would probably not be a good idea to make Buffy and Dread Slime drop those two orbs because they really should spawn in the spot where the original programmers clearly intended them to be: Underground City. As such, I think it's reasonable to respect their original intentions by keeping Buffy and Dread Slime orb-free. But I agree it feels a bit odd that they break the pattern of bosses always giving orbs, so that's part of why I wanted to give them different music in "Different Boss Music for Buffy and Dread Slime" so they at least have something unique about them.