hmsong, yeah, and the stuff in bank 0x1C is organized very differently than other spell code and data. I'm happy I finally found something. I took a different, more brute-force (and inverted) approach to locate what was defining the colors during the high level Fire Bouquet animation: before I had been trying to follow spell code as it was told what spell to cast, then what animation type to use, then as it called the single-purpose code that does that specific high level animation, then as it parsed its way through that high level animation data structure, and so on; I instead cast the spell and paused the game, used a utility to get the colors of the Fire Bouquet flames and enemy palette, searched for those colors in the ROM, set a read breakpoint on that data to find the code that was using it, then worked my way backwards to find where the code got the address of those palettes (long story short, it had 16-bit pointers to the palettes rather than the palette index numbers the way normal spell animations do).
I've never been able to decide on the color... conceptually, I wish it was gray, and find brown to be an acceptable approximation that fits with the earth magic theme, but brown feels overused and brown isn't exactly a color I'd associate with something that looks like fire... the yellow and black clashes with other Gnome magic colors, but looks a little more magical and interesting.
The palette that applies to the target is an actor palette (15 colors), and is then rotated through its colors. The spell effect actually requires 3 sequential "item" palettes (5 colors each), where you specify the first and it uses the following two as well. Going through the item palettes, and finding 3 in a row that look good together, I made the following list:
'RAW 88 ' vanilla red, through 0x8D variations
'RAW 31 ' inverted teal
'RAW 53 ' dark yellow-green, 0x54 or 0x55 darker
RAW 7B ' black to yellow
'RAW 82 ' blue
'RAW 98 ' bright yellow
'RAW A4 ' orchid
'RAW AD ' muted teal
'RAW B0 ' sky blue
'RAW B8 ' black and yellow
'RAW BB ' purple
'RAW BF ' yellow and orange, through 0xC2 variations
I may have misnamed some colors. There are probably a few other values that produce bearable visual results.
Mr X, whoa, that status screen issue sounds pretty bad. I don't suppose you have a save available where it's happened that you could get me a copy of? I don't check the stats screen terribly often, and checking it on all the saves I have it doesn't seem to have occurred.
I'll look into the boomerang damage. I suspect it's something like the charge level getting cleared during the start of the throw instead of when the boomerang finishes returning. Do you happen to have noticed a problem with the other ranged weapons or is it just the boomerang?
And regarding the equipped armor, that's weird... I'll see if I can trigger that to track down the cause. I don't think anything I've done recently would be related to this one; can you recall if it's been a problem for a while or only recently?
mrjane, that's caused by Items\Unique_Equipment, which limits you to one of any given piece of equipment. While my recommendation is to give the game a shot with it enabled I do understand that not everyone likes the limitation.
I see it as providing multiple benefits, some of which aren't super obvious:
- forced equipment diversity (your characters aren't clones, gives purpose to some items that otherwise go unused)
- simpler equipment management (i.e. your inventory doesn't fill up with enemy drops, so you have to trash / sell less often)
- potentially less grinding for money to buy armor (especially at a key point in the game where a merchant sells a significant but expensive armor upgrade; now you only buy one set instead of three)