LightBaneX, glad to hear it and appreciate that feedback, some good stuff to think about in there.
The difficulty just late game is probably 100% due to Items\Unique_Equipment; the defense increase from the post-Grand Palace Neko armor is extreme, and suddenly you can only deck out one character in it, so either 1 character can tank in Pure Land and the other two are paper, or you divide up the gear, and everyone's a bit fragile until you get some new equipment in Pure Land (which can be rare). My long-term goal here is to add an equipment hunt side quest just before Pure Land (it would just reward you with Pure Land equipment probably; there's no space in equipment data to add any new equipment), but that's not happening any time soon.
Equipment color directly uses the equipment icon colors; I saw it as a way to respect the artistic choices of the game's creators when adding that feature. For whatever reason, they just felt like pink was the go-to color for armor. The sprite's color distribution is less suited for Functional_Fashion than the boy's or girl's unfortunately; he gets an extra color dedicated to his hair and outlines. Skin and hair gets recolored by poisoned status, so is effectively off limits for Functional_Fashion. I did what I could to make the feature work where their sprites really weren't designed with palette changes in mind.
Kethinov made the little snowman; I agree, he's definitely a keeper.
I've tried to avoid diving into spell balance as I know I'll spend too much time on it, and because intentional balance is something I like playing against, not designing, but adjusting the defense spell sounds like a good idea.
Ultimately I do want to make no level 8 spell animations stop gameplay. I removed a hard-coded "if level 8 spell, stop gameplay" but most level 8 spell animations themselves actually take over the game and stop all other code until they finish. I'll either need to recreate them in the "normal" spell animation system (impossible to do so 1:1 in some cases), or disable them and just use the mid-level animations in their place. Herbal Boost (and Moon Energy which its adapted from) only has a single animation regardless of level. There are other spells that won't stop gameplay at level 8 (with Turbo_Mode On), but I don't recall the exact list.
Conceptually, I like that the boy is chumpier than his companions: he's the hero, but pretty unimpressive and relies on the girl and sprite to do the heavy lifting. I always prefer this in my stories over the main character that the universe revolves around. That said, for gameplay reasons, it would be nice if the boy had his own gimmick. Dual wielding is a no-go: there's not enough video memory space for a character to have two weapons (note that when a spell hits a character, their weapon vanishes; spell graphics temporarily overwrite weapon graphics since video memory space is so tight).
Mr X, I also tend to switch to the girl; she often has better armor, and a higher crit chance, and historically I did so to limit my ability to heal spam with her. The boy charging faster should be easy to set up, so I'll likely whip that up just to see if it does the trick; my concern is making him the only choice / making it where players would "fight" over who gets to control him. Charging up is "boring" so might be a good middle ground; that was my logic behind the level 9 weapon perk (a benefit, but not automatically the best choice).
MattKimura, it is entirely possible to use this patcher to only apply bug fixes and minor quality of life tweaks without drastically affecting gameplay. If you uncheck everything in the patcher (which take a while since there's so much now, yikes) and feed in a vanilla ROM and hit Apply, you'll get out exactly the same vanilla ROM.
Starting with the defaults (delete the "SoM Turbo.ini" file):
- in the [Quality_of_Life] section, uncheck EVERYTHING, then selectively re-enable:
- in the [Text] section, uncheck:
- in the [Graphics] section, uncheck:
- in the [Miscellaneous] section, uncheck EVERYTHING, then selectively re-enable:
That should give you an experience that is effectively vanilla but with bugs fixed, and some pointless vanilla annoyances dealt with. I think I covered everything. I know that's a lot to go through but you only need to do it once.
hmsong, I'd suggest only putting elements on body equipment. Maybe 1 head or hand equipment with an element to make for an interesting choice (and maybe some body equipment without an element), but generally elements don't stack fairly (fire + ice = resistant to both, no weakness, if I recall correctly). My thought is to do like immunities are for hand equipment, where elements are on body equipment in a similar style.
I'd intended to do this someday for New_Game_Plus, since my eventual plan is to have no defense difference on armor in NG+ so you'd choose based on resists instead.
This took longer to type than expected so I've run out of time to explain your Dispel magic / SNES assembly questions. -_-
A quick response is:
is the same as:
STZ is STore Zero, without needing to set A to #00. LDA sets A to a value. STA stores A somewhere.
Storing a value somewhere: in this case, "somewhere" is the player's data; you're storing a zero on their current buffs to clear said buffs, and storing 1 on the remaining time on their buff / debuff timers to clear them.
"include the following (or some more) into an event"
It definitely requires a little more than just what you pasted there. I think the previous Dispel post did mention everything, but that uncertainty is also part of why I've never tackled it.
I'll try and give a full response next time.