Updated hack:
Alternate Karon: Unused NPC variant will now wander, displaying more previously unused graphics.
http://www.romhacking.net/hacks/4546/Updated hack:
Remove Empire Castle Gate Permanently: King Truffle will now wander when he rescues you, displaying previously unseen walking frames.
http://www.romhacking.net/hacks/4549/Question for
Queue:
I'm working on a new hack that will permanently hide the textbox borders and background (and remove the Window Edit screen) so that all text is just free floating. I have a working prototype that accomplishes this by editing a couple dozen story events, but it occurs to me that it would probably be cleaner to just edit event command 50 and rig the code that sniffs for event flag F8 being set to 1 to always be true rather than conditionally true. This would prevent the need to edit story events and improve compatibility with other hacks.
The trouble is I've spent a fair amount of time with the SNES debugger now and I can't for the life of me locate where that code is. To be honest I'm not even sure there is code in event command 50 (or the subroutines that process text) that sniffs for this, but I presume there must be since several story events alter that event flag to set dialog box visibility before calling event command 50.
Notably I already explored just creating a transparent dialog box option in the Window Edit menu, but this is infeasible because the dialog box opening animation still renders, thus my interest in permanently setting event flag F8 to 1 (my current approach) or short-circuiting the check in event command 50 to always think it is 1 (probably the better approach).
I could release the version I have now, but I have a feeling if I do that, you will examine the code then say WTF and be like "yo there is a 1 byte solution you could've used," so I figured I'd just get that out of the way now. What do you think? Should I release the version that edits a dozen events? Or is there a better way?
Hmm. Why is Neko (in Mana Fortress before Dark Lich) floating in mid-air? I can't even talk to him. Or is this happening because of combining with Turbo patch?
My mistake. Fixes available:
Neko and Watts in the Mana Fortress 1.4:
http://www.romhacking.net/hacks/4413/Equipment Progression Balance 1.6:
http://www.romhacking.net/hacks/4422/I like your new Luka's monster thing. I wish she also had Shellblast/Turtlance too, instead of just Water Thug/Ice Thug (you receive Spear from Luka after all, and Javelin is from Undine). In any case, the current one is good too, no doubt.
Good idea, I'll work on it.
Have you thought about combining No Missable Monsters with Emperor Castle Gate patch? That would also make Dark Ninja, Magic Book, and Emberman to be unnecessary for No Missable Monsters.
Yeah, I thought about that. But it seemed wrong to me to try to do too much in one hack. I can conceive of groups of people that would like one but not the other, so I felt it appropriate to keep them separate, despite some small overlap.
I know you wanted Evil Sword and Polter Chair to be next to Watts, but I thought it would be neat to have them right outside the Witch's castle, instead of the forest. After all, she needs some kind of defense in her castle (and the ending makes us think that she can still control non-sentient monsters). And maybe Chess Knight too (it is supposed to be a "Knight").
Not in favor of that. When the castle is cleared, it's implied that Elinee actually can't control any of those monsters anymore because she doesn't have the magical herbs for it anymore. That's why they all disappear from inside and outside of her castle. The appearance of the Polter Chairs in the ending could be interpreted as Elinee finally getting her magic back after the defeat of Thanatos, who may or may not have corrupted her magical herb supply to get her under his influence. Moreover, even if Elinee did have her magic, she wouldn't sanction her enchanted chairs attacking you after you clear the castle, as we're all friends now. And she never had any association with the Chess Knights, so that makes even less sense.
I do recognize that the appearance of the Polter Chair and especially the Evil Sword in the forest is quite contrived too though, but I decided it was worth doing both because it was funny to give Watts a chair and a sword (a mini-armory?) that appear to have been haunted by the Haunted Forest. And in the scenario when you play without Watts in the Haunted Forest, but keep "No Missable Monsters" applied, it's still entirely plausible for some of Elinee's haunted creatures to have escaped the castle and remain hostile because they're out of her range or something. Plus it is a haunted forest, after all.

Plus since the chair and sword are both decoy-style enemies (like the Lullabuds), it makes sense to pair them regardless of Watts' presence. And if they're gonna be anywhere in the forest itself, the least bad place for them I think is next to the whip post. Aside from the obvious utility of how often the whip post gets used making it the main attraction, the area is also the most obviously man-made infrastructure in the forest, so it fits the theme of that part of the forest best since chairs and swords are also man-made. Who knows, maybe the sword is leftover gear from Dyluck's ill-fated venture into the forest that happened to become haunted on the way after an encounter with an escaped Polter Chair, then the two haunted items teamed up to decoy troll any passerbys forevermore...
@kethinov, @Queue
Could you also add the following for Stardust Herb? I realized that the final Neko can be used rather often (Underground City, Grand Palace, Pure Land, Mana Fortress):
If you send me an IPS with the new changes I can update the RHDN version.
Okay, so here's what I propose for a data-driven Wall bypass for inclusion in IPS patches:
@OFF $D04CB3 ' 0x104CB3
BIT $1842 ' target type
BVS $EA ' $4CA2
BRA $01 ' $4CBB
NOP
LDA+Y $E170 ' CAST_SPELL_ID
@OFF $D0DAEB ' 0x10DAEB
LDA #40 ' Spell.Target.BoyWithSword
CMP $1842 ' target type
BNE $0F ' $DB01
The first change makes target type bit 0x40 bypass Wall, but leaves the hardcoded Dispel Magic test; while it's slightly inelegant, it avoids conflicts with Turbo spell changes to Dispel Magic (because they do happen to change its target type =P), so that any IPS patches could be applied either before or after Turbo and still work / not conflict.
The second change makes the "boy with sword" target type explicitly 0x40, instead of bit 0x40.
The idea would be any spell hack that wants to bypass Wall would include the above code; they'd all write the same thing to the same two spots, so no conflict. It wouldn't allow for making Dispel Magic not bypass Wall, but tough cookies, this way means no conflicts with patches that do change Dispel Magic otherwise.
(Edit: the above does not work as-is in ZPS due to a shortcoming of ZPS BVS instruction support; what's actually in the Turbo ZPS will work, of course.)
I'll update Suicide Burst to use this technique instead of the manual fork.
hmsong, I've been messing with the desert on and off. Have it to the point where landing in the southeast puts you in the maze (on various screens depending on where you land), the entrance screen no longer ejects you, and going to the sandship does eject you back to the normal desert.
There's an event on the screen south of the sandship where the characters complain about being near death that plays every time you enter it that I haven't dealt with and would make sense to not repeat.
That sounds cool. I had been looking into this as well, but I couldn't decide on a method of re-entry. My first instinct was to make the screen which takes you to the sandship take you to one of the post-sandship desert screens after you clear the sandship to connect both desert map grids into a single large desert grid, but that would've required editing map pieces to create a new south exit somewhere and door logic in a way that made my eyes glaze over so I gave up pretty quickly.
I hadn't considered the angle of just keeping them separate map complexes and letting Flammie land on the "old" maps. Less elegant, but better than nothing. Still being able to enter the sandship entrance map but just getting kicked out for some reason seems kinda hacky to me though in the way that revisiting Goblin Village gets people asking questions like "why do you enter from the south instead of the east" and "wait, where's the exit?" and of course the several questions we've seen now about the lack of compatibility with Day/Night Cycle. Hopefully you come up with a better answer to the doors problem than I did...
kethinov, any objection to me having some No Missable Monster changes omitted if certain other features are enabled that provide the monsters elsewhere? Namely, Sand Stinger if Revisit_Kakkara_Desert is On, Emberman if Day_Night_Cycle is On, the Werewolves if Day_Night_Cycle is On, etc.
Assuming no hard ZPS dependency or other problematic side effects described above, I think simply making Revisit Kakkara Desert part of No Missable Monsters would be a good way to eliminate needing to add a Sand Stinger.
Conditioning the reappearance of certain monsters based on whether Day/Night Cycle is applied makes sense too. I have no objection to that.
Specifically, this would eliminate the need to reintroduce:
- Werewolf: Haunted Forest.
- Sand Stinger: Kakkara Desert. (Possibly covered by Revisit Kakkara Desert depending on whether or not the design is elegant enough to graduate from experimental status.)
- Emberman: Kakkara Desert.
Possibly others... The remaining list from No Missable Monsters is:
- Goblin: Gaia's Navel.
- Chess Knight: Matango Caves.
- Mystic Book: Ice Country.
- Specter: Ice Country.
- Robin Foot: Kakkara Desert.
- Dark Funk: Kakkara Desert.
- Red Drop: Moon Palace.
- Dark Ninja: Mana Fortress.
- Tomato Man: Mana Fortress.
- Wizard Eye: Mana Fortress.
- Ghost: Mana Fortress.
Are any of those possible to eliminate via Day/Night cycle as well?
I assume you left the Ghost in the Mana Fortress because it's not stuck like the Whimper in the same spot is?
Yes. I disliked an unreachable Whimper, especially given that he has a weapon orb chest if you haven't gotten the orb yet. Killing him and seeing a chest spawn on that little island is quite cringeworthy. Plus he's not really a threat over there anyway. But the Ghost can follow you around, so I liked that replacement regardless of Pure Land access.
Careful eyes will notice I got rid of another inconveniently located monster by replacing him with a Neko in Neko and Watts in the Mana Fortress. (The first of the two Mana Fortress Nekos.)
Similarly, what are your thoughts on splitting the "out of bounds" enemies to a separate feature? Or the repositioned monsters?
I thought about that but wasn't sure why anyone would want to sever these things from each other.
Reintroducing missable monsters, restoring out of bounds enemies, and repositioning badly placed monsters all strike me as both 1. pretty uncontroversial things basically everyone could agree should be on by default (so long as the placements are tasteful) and 2. conceptually serving the same purpose: out of bounds monsters are obviously missable and badly positioned monsters are easily missed, thus fixing this stuff strikes me as part of the mandate of an effort to make monsters no longer missable. I too am wary of mission creep conflating too much stuff into one hack, but I don't think this is an example of that.