I see. That's too bad. I didn't even know Hellfire had the same problem with the high their animation. I wonder why.
I don't think I have the skills to "make a list of their animation pointers, find the code in bank D1 it points to that describes the animation for each level of each spell, and then map out every line of code that sets a palette to make a list of the values that way". I'm sure it'll be better for the long run, but my skills are just too low to do something like that.
I guess I'll just plug in random numbers and see what color it comes out. At least I know the address of where to edit the thing, so thanks. That alone is significant help. And the new Speed Up color works great. I'm sure there are numerous different shades of red, but I can't tell the difference. I'll let you know once I find the color that I like.
On another note, I eagerly wait for the new Empire Gate patch (switches Whip-Javelin). Most people don't get bothered by such thing, but for whatever reason, I do. Sorry, and thanks.
Btw, I see that you are working on LOTS of new spells. That's wonderful. However, keep in mind that there's a limiting factor for the enemies -- MP limit. For example, Hellfire/Evil Gate/Lunar Magic costs whooping 12 MP. And as a result, some enemies can cast so few times. Captain Duck, for example, can only cast Hellfire once, since his MP is 22 (and Hellfire is 12). And with 4MP Cure Water, Bite Lizard can only heal himself once (his MP is 6). As a result, they end up just standing around, shooting blanks like impotent idiots (Captain Duck is funny, because he would just lie down on the floor, saying "I'm tired of this crap"). I think it would be good idea to raise the Max MP for some bosses/enemies. I'm gonna do some of that for my [Spell_Balance_Overhaul] at some point, and you're free to use that for your patches.
Awesome! I hope you can figure the high their spell animation problem. Apparently, Hellfire has the same problem.
I see, so that's how Magic Rope works. Hmm. I guess Magic Rope that works on Mana Fortress is not gonna work out (unless you get rid of Neko saving or something -- and Neko saving is awesome). Oh well.