I might as well make a thread here for feedback. Being the recursive person I am I updated it frequently on the Discord server, but now that it's on here I need to do so less to not be so overbearing. At least the subscribe feature makes that not as big of an issue I guess. That said, I will provide smaller, direct patches so you don't need to constantly patch a clean ROM for convenience.
The goal is to not only refine the game's balance, but to also eventually add content. As I'm learning things as I hack, don't expect that to happen anytime soon. As it stands I will need to expand the ROM as I cannot find enough free space to properly add two characters' worth of poses, especially after using animation code for one of them to declone another character.
I am open to all feedback regarding the game. There are still a few things I don't know how to adjust though like projectile speeds or hurtbox detection, but I can say I can balance most of the game now.
Further balance characters based on feedback
Reduce overall reliance on the universal timer for consistent movement (Did so for Zak right now, but the setup is there for others now)
Start decay of dizzy when not zero instead of using a universal timer that affects both players simultaneously
Disable attack properties on the last part of attack animations
Figure out how throw conflicts are settled and randomize them better using $0076 (an address determining whose port's graphics to prioritize). Create "in-between" movement speeds for flexibility (tried this. Didn't like the jittery camera)I made an attempt on this but scrapped it upon realizing that throws calling an airborne state (like Eye/Wai) nullify it.
Make a patch for cosmetics-only and
one to restore War mode (will lock all characters).
I made a clean way to unlock everyone now. I'll probably make a cosmetics patch for the next update.
Alter pushback to use the h-velocity byte reserved for throws instead of relying on damage itself
I made it so that 0 uses damage for convenience
Remove limitation of special block damage based on its base damage
Turns out it worked on hit, so I revamped it overall to better scale stronger hits on top of it. One of my posts explains it in full detail.
Ensure dizzy once the threshold is met; increase dizzy recovery to compensate. Done, though I need to make sure now that scaled damage isn't used for dizzy.
Also done, along with what should be everything else affected by damage. I even added a comeback factor if you're too far behind.
Links:RHDN PageFull changelog (text only)Discord ServerJMF Resource 1JMF Resource 2
Note: Addresses 1XXXX refers to 0XXX-1XXX in Battery RAM/WRAM on most emulators and 6XXX-7XXX on FCEUX.