- a Changelog is now included in the readmes folder, thank you derula
for the preliminary version!
- added event 5F8 to Text\Event_Fixes, this is an animation timing fix related to the final Pure Land cutscene
- implemented Miscellaneous\Better_Pure_Land_Cutscene, adds a fade-in where otherwise the heroes would appear abruptly
- enhancements to Miscellaneous\Tasnican_Countryside:
-- slight tweaks to collision and art
-- changed and moved one of the decorative enemies
-- compressed map piece data
-- optimized map piece decompression code (which benefits loading speed for all maps)
-- added 4 new map piece compression command bytes allowing for even better compression (only used by Tasnican_Countryside)
- slight improvement to Miscellaneous\Revisit_Pure_Land to improve load speed of first/last Pure Land map
- fixed Miscellaneous\Generous_Gold_Chests interaction with Text\Reborn (was missing a closing parenthesis)
- documented which map pieces use the data compression "stamp" capability
- improved code/data comments for spell animation data
- slight tweak to comment formatting to remove any remaining intentional trailing spaces; makes finding and cleaning trailing spaces going forward easier
- improved semi-automatic patch compatibility for map headers
- slight tweak to Overwrite_Unused_Data for bank $CF
, I vaguely recall some of the elemental summon animations being one frame shorter or longer than each other, buuut... I might be misremembering. Even if they are, the timing difference would be tiny; a human generally wouldn't notice, we're talking maybe ~83 milliseconds. The spell cast animation the character plays isn't set per spell. The elemental summon is, and a unique variation could technically be made for every spell, but I'm not even sure how that'd interact with other aspects of spell timing (and it'd only affect the heroes, for better or worse).
Anyway, to change them, you'd need to follow the elemental animation pointer the spell data specifies, figure out the format of the elemental summon animation data (as far as I recall it's actually a simple list of animation frames), find some free space in that bank ($D1) to make a new variant of the animation, and change the spell data's pointer to point to the new variant you made.
, like usual, beautifully done. I'm incredibly happy to see how you've taken the limitations and constraints imposed by the hardware and SoM's animation data into account since they were brought to your attention. I'm looking forward to the upward-facing walk animation; that should round out the initial stuff, namely standing and walking.