Of course, "25th Anniversary" is now an Artifact Title at this point, but I may as well get this started.
Some time back, I made a balance patch for Secret of Evermore to celebrate its 25th Anniversary, found
here. Of course, when all is said and done, it could have been more as I indicated but deadlines weren't nice, but considering how little certain people cared anyway to even do bloody research, I may as well be doing this on my own time and hope I can showcase what I can really do with this. For starters, I did make
a more detailed changelog that will of course be updated between version. Also, I did make
the Wings Glitch patch so now Prehistoria Wings is not as much of a balance problem once applied properly. (Keep in mind that it still requires a non-headered US ROM, of course.) Nevertheless, there would be more I can be doing with this.
Addendum: I should post the relevant coding to look for with the Wings Glitch; Spoiler Tagging for length.
I will need to clarify these points:
*First and foremost, I would need to know how the game handles Checksum before doing anything too active. I would be surprised if SoE has anti-piracy on the level of EarthBound, but I imagine it still has anti-piracy to some extent. It's also possible that SNES9X-RR, which is the emulator I have been using in general, also causes bad Checksum games to become messy to subtle effect.
*The perfect Magic DEF on certain enemies such as Bone Buzzards and Skullclaws is actually a bug; they are supposed to have -64 Magic DEF but I hadn't realized that the calculations omits the high byte and the low byte is practically unsigned with $C0 and below. The next version will fix this, particularly with the interest of revamping the handling of Magic DEF usage by enemies.
*Looking through enemy stats after getting some feedback, it turns out that overall, I had overnerfed enemy Physical DEF wanting to have enemies involve aesthetic, so methods of ignoring it (magic attacks, as well as the Axe attacks) were needlessly mitigated. They will be toned up, and I will provide a little extra something in the interest of both early game balance and aesthetic.
*I have been provided feedback that Spear usage is still dominant through the 20% ATK cut on projectile attacks from the player. I will want to have the L3 attack have a lower multiplier to keep the high velocity under control without touching the Bazooka, but also, I have noted that the AI doesn't even know to keep distance from their target when using charged Spear attacks; my idea would be to have the 20% ATK cut on projectile attacks only apply with attacks from the human-controlled character, which is where I would need to look into involvement of the 2P Patch to make sure this is consistent.
*There's also suggestion that I overnerfed magic a bit, when the nerfing was in interest of making sure that it would be more for utility that would encourage foraging, than an outright potential spam machine. I have no plans to reduce costs or increase any Might values, but I do have ideas for reducing the grinding needed for having new spells be in the competence zone. I won't go into detail yet, but let's just say you may be surprised by what I'm thinking.
*If it's feasible, I would want to have the Charms trader in Ivor Tower Alley also provide the Armor Polish where needed so that I can have the player actually want to consider getting the Silver Sheath and justify buffing the Armor Polish's influence in the interest of promoting progression. Of course, since the Sun Stone is one of the options, I can always replace that option to give its ATK boost a bit of sense of reward by contrast, as long as the player doesn't get shafted from 100% completion for what is supposed to be a preference choice.
Naturally, this topic's creation is in interest of obtaining aid, though primarily I am thinking of testers and people who would provide transition for different versions. Hopefully, things can at least go better now that there's no more real concern of a deadline.