- Added Miscellaneous\Centered_Inn_Bed, which tucks you into bed most expertly
- Added Bug_Fixes\King_Goes_To_Bed, which fixes an event issue with the king of Pandora, queen of Pandora and Jema fighting over who is number 4, 5 and 6
- Tweaks to Bug_Fixes\Mode_7_Rendering_Fix to deal with some slight visual oddities on the horizon and far bottom edge of screen
- Improved Miscellaneous\Day_Night_Cycle to use vanilla colors for the players when paused (ring menu)
- Graphics\Functional_Fashion now includes a one pixel fixup on the ring menu mini face for the girl (hair ribbon color)
- Fixed incorrect \stats1_* mnemonics
- Added event command 3D which lets you set the first 256 bytes of actor data
- Added additional functionality to event command 2B to let you align an actor to the event target actor on the X or Y axis
, I use uploadfiles.io because it's convenient for me (no login required) and specifically because the files become unavailable after 7 days (to prompt myself to try and get a release out at least once a week). If you're seeing the expired file message, you either clicked on the wrong file link, I haven't uploaded a new version within 7 days, or something is wrong.
, thanks for all the feedback. I'll itemize responses (and type too much).
B1) Fixed it. NPCs are numbered as they load, and in the throne room when Jema's there, he's #4, king is #5, queen is #6. Jema's event where he leaves the room issues movement commands to NPC #4 (which he is) and he walks south then despawns. The king's "nap" event issues movement commands to NPCs #4 and #5. If Jema was in the room, he got NPC slot #4, so it messes up the "nap" event unless you leave and re-enter the room (in which case the king and queen wind up as NPCs #4 and #5 because Jema's gone). I fixed this by reordering them so the king is always #4, queen is always #5, and Jema is #6, and changed Jema's event to issue its commands to NPC #6. This should always work because the king and queen will never leave before Jema.
B2) By crazy coincidence I worked on this before the weekend, sooo, there, it's done. This was actually rather complicated to deal with as the vanilla event system doesn't have a good means of accurately positioning actors (players included) aside from sending you through a "door" to change areas (which is unsuitable for the inn event). I had to program in two new event system features to let me align the player with the inn keeper, and make the player walk at one pixel per frame (vanilla events only move actors two pixels at a time). I also had to slightly adjust the art for the common beds (the patchwork blanket ones) to make the bedding start at roughly the same spot on each type of bed (unlikely anyone can spot this change without comparing screenshots).
B3) Not a bug, just the current "as good as it gets" situation for how the game sends music data to the SNES's sound CPU. Vanilla, when the song changes, the game locks up for both the fade out duration of the previous song and while it uploads the new song data to the sound CPU. With Audio\_Async_Music_Crossfade, you don't have to wait while the previous song fades out, but there's still a pause while the new song is uploaded. It's something I'd like to improve in the future but I needed a break from working on audio code.
B4) I couldn't reproduce this. That does count as a critical issue I'd fix, but I had party wipes without it happening. Need a reproducible scenario to get this figured out.
S1) Iffy. Save and Load screens don't show the characters, so I'd have to implement that, and for the load screen, also dig around in the save data to get character equipment (normally I pull it from their already loaded character data). I probably will for the status and action grid screens, but it's a low priority, so hasn't happened (need to figure out when those screens load character palette data, where they load it to, and if I can reuse some of my palette filtering code or if it'll require its own variation to work).
S2) Erm, I don't mean to sound too churlish, but, uhhhh, you can just pause and cast spells from the ring menu when you need to pause to cast spells. The whole point of the quick casting menu is that the game doesn't pause.
S3) Probably. That's a good idea; if I can figure out how, I'll do that.
S4) Also probably. Remember that different ring menus have the selection box at the top or bottom of the ring (e.g. merchant ring) that can make rotation direction non-intuitive in different ways from the most typical pause ring menu.
S5) I can imagine its possible, and it has been suggested before, but unfortunately I'm the wrong person to ask as I have zero interest in implementing it.