FF6 Hacking
Project preview: Comments/suggestions/testing welcome - Printable Version

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Project preview: Comments/suggestions/testing welcome - Catone - 08-01-2022

Still not sure what to title this thread, what THIS project actually is, or what to call it so comments as to that are more than welcome too.

This is a bit of a preview, perhaps, of what I've been working on, quit, let collect dust for years, forgot how to code, then dug up and attempted to get started on again. I admit, it's a ridiculous ambition and don't really have a defined goal but here is... Part of it.

It goes on a V1.0 headerless ROM.

"It" is an attempt to actually do something with my old attempt at using all (yes all, or at least mostly all) FULL sprite sheets for every character/sprite/NPC and then a couple extra full sheets just to make it more complicated. 

I'm posting this chunk not so much to show off sprites, but because I could use some input on my rewrite of the Narshe Mines battlefield (you know, the one at the start of the game, with moogles? And no Mr. Spell Check, I said "MOOGLES" NOT "NOODLES"!)

Anyway, I could really use some input on the POTENTIAL difficulty of that battlefield. Since there's no way to level up prior, stock up at any shop, or repeatable heal... Difficulty is important. Well, potential difficulty... It has a bit of randomness in it now, which makes Locke's comment on losing "We couldn't hold out?" Mostly impossible. If your very lucky, you might not see one extra enemy, if not reinforcements can possibly NEVER stop "charging" you until you manage to dash in and take out the commander (which was the entire original point, according to the moogle, "3-party battle explanation.)

The enemies won't just meander their way towards Terra, you most likely won't be able to dash straight to the commander speed run style, and as already stated if your really unlucky, the enemies will litteraly beat all 3 parties down to nothing. It's not impossible by any degree, and reinforcements can stop at any point... Or never.

Also, since part of the reason I went through the event script from "show Title screen" to winning the battlefield was to make use of having full sprite sheets, and making use of them, I ask that you start from "new game". Many of the sprite graphical edits are (as I said somewhere) "blink and you'll miss them", BUT that was the point. It's supposed to be natural (sometimes an attempt at being comical) but not really all new scenes. So, please play through the start without fast forward, and do the scripted battles entering Narshe, at least once. Oh, and do save as close to the battlefield as possible (or make a save state on the moogle "Need explanation" screen). Do to the random factors added to the battlefield, I reccomend doing it at least twice, even if you do get lucky on the first run.

As I've said, any bugs, crashes, glitches, graphical errors, or comments are very welcome. Just for instance, such a small thing like the Slave Crown, sinve I combined it on a sheet with two other props (that share the same palette) I had to edit its script to make it show the propper item, rather than random chucks of a screwy sheet. Other things, like Arvis, that had a slightly more than minimum sprite had to be edited to use normal graphics from a standard PC sheet, instead of a "NPC walking" sprite sheet with one or two extra graphics, else it glitched out as soon as it tried to use the partials.

Some bugs I'm already aware of:

I haven't done anything with the save menu or shops yet, its on the list. Also the portraits glitch out (for everyone) while using potions in the menu. They go back to normal as soon as you run out of that potion or change to any different screen. (Probably something to do with having 130 some odd portraits slots that are linked to the Actor slot, but it'll be adressed with the menus so...)

Vicks "gliding" into the room (he is at least at normal speed now...)is already on my list.

If you happen to notice any of the hairy monsters during the battlefield "snap" back to the normal course... Well, as tight as this map is and the fact it was ment to be 100% scripted paths, no random deployments or routes, some of the little respawning bastards kept trying to crawl into the walls. I THINK it might have been either typos (which I think I found most of) or pile ups/collisions. Either way, I went through their paths and occasionally teleport them back to the track where they should be at that point in the pathing. ONE is supposed to climb along/through part of the rock directly in front of the commander. That one is on purpose to minimize pile ups. You may, or may not see any of this, either because your to busy trying to maneuver parties through a cramped map, or just tryimg not to die... But if you do see one teleport out of the wall, its normal (or at least noted). That being said, if you lose suddenly because one of the little hairballs crawled through the wall... Please make note of it.

I haven't done anything beyond coming out of the secret entrance (where you can go into the "school") or went inside the school for that matter. So, if your feeling generous, and play beyond the battlefield or check the school house, please make note of anything out of place or glitched.

I had a few times during the battlefield, that it: 
stayed black after a battle,
Didn't switch back to the properly controlled party,
Moved the camera but no party,
And a time or two that the monster didn't die and left me stuck in a never ending cycle of battles since it never left contact with a party. Pretty sure most of these were pointers a few bytes off during writing/testing and I didn't see them during the last several test battles, so please make note if any are still present.

I didn't include the disasymboly with this. Its about 3 or 4 times the size of the patch and I'm only this far into the game... Didn't feel it was worth it at this time.

Let me know if the battlefield is way to difficult. I don't really want to tweak stats, but I can add armor/gear to the moogles without making any long term changes to the game. Locke's party is pretty weak (at least it seems weak to me), so my first idea was to put a GaleHairpin on one of his moogles (increased pre-emptive strike), the other option was to swap some moogles between parties. This is why I really need input on the difficulty ("blizzard" sucks). During initial bug testing, I gave a soldier Shock so I could survive long enough to look around). All this can be done with FF3usME under the "Actors Editor", just don't try to open the Sprite editor. It immediately crashes the entire program (for good reasons).

Welp, if your still reading? Thank you. If this out and comment? Thank you even more. If nothing works and I typed all this for nothing? Feel free to join me in a cuss till blue in the face rant.

Good luck.


RE: Small mod, need input/testing - C-Dude - 08-01-2022

Sounds really cool!  You should probably just host it here, since it's a short limited sample of your progress.  You can do that by adding an attachment.  There's a button for that at the bottom of the advanced reply menu.  When and if you decide the sample period is done, you can delete the attachment by going to the User Control Panel, clicking Manage Attachments, clicking the box next to the attachment in question, and clicking the delete button at the bottom of that window.  It's pretty much the same as deleting an old private message, actually; this board's attachment system is very well-designed.
EDIT: It's important to note that only people who are logged in will be able to see or download said attachment.


RE: Small mod, need input/testing - Catone - 08-01-2022

Sounds like a plan.

I can also say it is beatable, includes some 50/50 chances, and I had to give someone shock in order to find out how a few of them were ducking into the walls and coming out directly besides Terra for a nice sneak attack. All the fancy stuff is done, just going to have to give up on a coding shortcut (reusing code)... But that's what happens when you attempt to modify a rat's nest of code mess instead of starting over from the ground up.

I can only hope some of the coders for this game were just high when they done their assigned sections. Some (like the auction house) could have been coded better by a 15 year old. Other, they might have been competent, just very tired, on a deadline, and basically brute forced it, "editing" either is a nightmare. Takes longer but just about any basic coding concept skills can improve almost any section, at least a bit if starting from nothing.


RE: Project preview: Comments/suggestions/testing welcome - Catone - 08-02-2022

I think it's out there... And my explanation didn't even take the entirity of the first page! Wow.

Now it's 11pm and I'm gonna go attempt to mow the lawn.


RE: Project preview: Comments/suggestions/testing welcome - C-Dude - 08-03-2022

Stream of consciousness feedback.

Watched Omen (the wait for title screen to end intro) and didn't notice anything different. Vicks and Wedge have new sprites, that's nice. The attack lobo also pounced before the fight, that was cool.
The Narshian guards' 'startled' pose could use wilder eyes, perhaps three pixels tall with one-pixel pupils. Again, the ready pose before initiating the fight is nice.
Only one of the lobos pounces for the third fight, I imagine that's intentional.
Vomammoths made an angry face before pouncing.
Save menu OAM is broken, but you were aware of that already.
Breaking the Whelk gate has the wrong field dialogue, Vicks volunteers to break it but Wedge does the breaking.
Whelk Guard wags his finger, but his palette is strange.
During Whelk fight, Wedge delivers Vicks' lines and Vicks delivers Wedge's lines. They're at least consistent by character, though, so it's just a matter of swapping the names. I notice you made Vicks the subordinate soldier (green armor), but he's the pushier of the two. Not a big deal, something to think about though.
The menu item portrait scramble might be related to trying to refresh the portrait for status correction (specifically, an imp check). There's probably a separate portrait pointer for that somewhere that's still going to vanilla data.
Actually, the Esper battle cutscene has Wedge and Vicks delivering the correct lines.
During Awakening, you should perhaps make the one Narshian Guard outside the door use the knock poses.
I like that the one guard tries in vain to jump up to the bridge when they spot Terra (Err... WWWWWW, I wanted to test your text boxes).
Gestahl's hand wave is a special pose for his special NPC sheet, but if you've got a full player sheet with him you should be able to change the motion code to the standard player one to fix that tile mismatch.
Code:
CCA518: {2A}                  Do graphical action $2A changed to $19
and
CCA535: {2A}                  Do graphical action $2A changed to $19
Typo
Wedge: "Vicks, she's far too wounded to come with us, and the slave crown is gone" (First 'to' should be 'too')
Soft-locked in the defense when Locke encountered the first fast Vomammoth pack. I was controlling a different party when that fight was initiated.
Loaded a save state to continue, but couldn't get any further. That first fast Vomammoth keeps softlocking me. Even trying to rush the boss, I can't get to Marshal before it reaches Terra. Seems to be tied to switching parties.
EDIT: Running as fast as I could towards Marshall, and then switching to Mog's party after Wedge triggered a touch fight, I was able to clear the defense. Locke's party is hurting for damage; Kupek is the best fighter and maybe could use a stronger weapon, or a Dragon Horn? Either that, or the other two need more health or better ice defense to survive those blizzards. Still not sure what causes the soft lock if that first fast Vomammoth is engaged right away.


RE: Project preview: Comments/suggestions/testing welcome - Catone - 08-03-2022

Vicks is blue, Wedge is green. Should be that way in the menu unless I tried to un-switch their places last minute in the wrong place. (Had a problem during the battlefield that either Wedge, or Vicks if he was asigned slot $0B, would use the soldier sprite in battle, which shouldn't even be possible in my case because soldier is in its normal number slot, Vicks is about sprite dec64 and Wedge is sprite dec71, character details are $20 and $21, so how it linked map character slot $0B to a brown soldier sprite really shouldn't be possible.). Will have watch it all slowly again to double check. 

Yeah, I didn't touch the video at all. Forget that crap. At most, IF the credits text is not part of the video which I think it is, I might add to it, can't really convince myself to remove credits to the original coders (even the noob that coded the horror that is the auction house... It was digusting and not jusy because it was my first total from blank page rewrite.)

Lobos, that might or might not be intentional, I'll go through your post again, as a check list,while I'm looking at it and see if it was missed or intentional. There's not really many choices from a standard sheet for being surprised or "ready for battle" while looking up, for instance. The reason I didn't change anything with the battle on the second map where a dog and guard attack directly from top and bottom.

As for the guard's expressions, I don't recall if that's one I personally stretched from the original small sheet or if it was made by someone that is actually a sprite creator. If it was by me, then yeah I don't think I ever posted any of those for input. 

As for all of the OAM, I've got several OAM related code in my last spread sheet. I don't recall how much was necessary, part of expanding other things, or for that matter exactly how much of it is already added to the ROM. (I say "last" because part of this project is literally putting EVERYTHING in one file. Instead of having 6-10 disassumblies, it in one sheet split up by tabs, chunks of code with headers, etc.) I could have swore I already had code to fix save/shop screens, but that'll come when I need a break from events.

As for the Whelk Guard... That IS 1 of the "finger wag" poses, but its not animated. At some point, either while attempting to fill out the sheets I HAD to have that either hadn't already been made and I couldn't get a real spriter to make, or used custom palettes that I had to convert to work with the rest of the sprites, I noticed most of the first half of the "finger wag" animation looked a lot like they were "flying the bird" if they were not animated. So, while its to quick to really get a great look at, that's not his index finger in the air...

As for Gestahl... Yeah, that's the primary reason I have to go through the entire event script. Was the same thing with Arvis when he's telling Locke to help Terra. Way to many minor cases to try and adjust every single one individually.

The "excited" guard? Yeah, I couldn't think of anything "natural" to add to them (other than a split second angry face on one of the guards looking down?) Then I kinda got distracted laughing at the idea of one guard being oddly happy and trying to get her attention rather than just standing there. In the script I labeled him "drunk guard", while the scene is pretty short, pointless, and wasn't really anything obvious to add. He's actually waving kinda excitedly when she looks his way, jumps a few times when she looks away from him, then goes back to happily waving wgen she looks down again. So yeah, almost "Easter egg" type thing. 1 guard just being really out of character for a scene which didn't really have anything needed. Although, while writing it all out, the guard in the upper left (despite having the ability to "pass through objects") does a jump, over the small part of the wall sticking out into the path. I didn't add that, never even noticed it before, so I gotta give props to the original coder that added that little extra animation despite having a minimal sprite sheet to work with.

The typo, nice catch, thank you. Had a feeling there had to be at least one. I was passing out/falling asleep about every hour for a few days there. Not near good enough to code or type dialog in my sleep anymore. 

Yeah, that very first vomammoth is a bit of a "shock trooper" to literally rush the player. It also makes you realize just how tight that battle field is too. Never tried to fight him with Locke's party. One of the reasons I ask for not me testing. The soft lock almost has to have something to do with Party 1 (Locke's). I started every battle by running Locke down and 1 step to the left, Mog's party (#2) down and 1 step to the right to block the runner (and obtain Mog's dance) then party 3 (Vicks)straight down (at least 2 tiles past the intersection. Get Locke moved in behind him, then move Mog's party back to the center of the intersection as a rear guard (also never realized how much of a beast Mog is at this point). Then I'd use Vicks' party to escort Locke close to the commander (there are several that come up that middle path (despite odds favoring either the extreme left path or extreme right path). Couple of times I had all but one of team 3 die, other times they survived with nobody over 20 hp before Locke could make a dive for the commander. (Yeah, I can't help but want to steal from the commander AND with as long as it takes for Jump to come back down, the only thing that lives long enough to get hit by that moogle IS the boss (I've got to shorten that damn jump timer, it takes way way to long to land for such a small boost to attack. As is, all it does is get that one moogle clear of blizzard on normal battles, of course he can also solo the commander as long as the rest of the party kill the 2 dogs before they die). In other words, I'll have to run Locke straight into the first "shock" vomammoth, but I never had that problem when Not fought him, or if I was slow and fought him with team 3 several times... 

As for Rushing the commander.... I'm not sure that's possible, unplausble at best. There are only 3 of the vomammoths that can possibly respawn. THAT vomammoth is one of them, and has a "pseudo" 50% chance to respawn, then another (roughly) 50% chance to either go down the far left, or far right side of the map. I think its the first vomammoth that comes in from the far left path that has slightly less than a pseudo50% chance (he has to fail one pseudo50, than pass another pseudo50 in order to respawn and run again, but he only takes the middle path. The other potential respawner is the very last "slowish" moving vomammoth that comes in. When they "resurrect", they are all changed from different speeds, to "Normal" speed (same as that very first, "seemingly fast" vomammoth... Yeah, that's "Normal" speed...)

Those 3 are far enough apart on their 1st kills it makes it almost feel like 1 long continuous attack. With the "random" chance to respawn, you might only have 5 or 6 attackers. On the other hand, during one of my test (and Wedge had the "Shock" ability) I think all 3 kept respawning for a good 20 or so battles, before one finally failed its rebirth check. Most of the time it was anywhere between 8-15 battles before I could get to the commander, every team less than 25 health, and only 4 tonics to heal the boss killing party. So, yes, it is POSSIBLE to try and wait it out till there are no enemies left, but not really a dependable bet. Even with only 2 running across the entire map, their walk speed at normal can crush all 3 parties pretty quick. That's what I wanted, which is why I really don't want to nerf it(despite being very non-first time player friendly). I'm not looking for a "hardmode+" which is why I'd rather buff temporary moogle rather than PCs. Vicks and Wedge might turn into roaming NPC's, maybe to add variety to random town. Its a difficult call for me here, I don't want impossible or purely luck only winnable, but I really like how it functions on a code level forcing not just a tactic, but a combination of tactics (such as a rear guard being left to stop a runner from sneaking around you, and at the same time forcing the player to use ALL the characters to the point of exhaustion). The next battlefield is alot roomier (I've already wrote part of that script) so it'll have more like "checkpoint officers" across the field to stop respawning a few at a time, rather than all or nothing.) "Higher ice defense" is a very nice idea. Didn't do the hairpin preemptive strike thing already because it was a bit OP even on Locke's weaker team. Maybe one of Locke's moogles with "Health" to make up for their weakness. Vicks and Wedge are soldiers, on a mission, into a very cold area... Them having something for some cold protection would be very logical yet not OP...

I think I caught all of that. If I missed a note I'll catch it when I go through while looking at the game.

"Thanks for playing!" ... (What end game used to say that at the end? Or did most of the old games say that back when large game companies actually appriciated their players?) 
And very much thanks for the comments/assistance!

Oh, as for Vicks and Wedge...

It always kinda bothered me that two, random, standard battle dress uniform (BDUs...) Would be given 3 sets of (what has to be expensive) M-Teks, and given control of Kefka's Weapon of Mass destruction (AKA Terra with a slave crown) then the 3 of them, sent into a town that is neutral to the Empire (at best) to steal (they definitly were not there to "request" it or "purchase it") an untapped (the Empire knows draining an esper doesn't last forever, we can see they had been through enough espers in the factory to have a dedicated "disposal" line and pit so they have an idea of its value) Esper? Two random soldiers even being given control over Slave Crown Terra by an Empire isn't gonna happen, let alone that valuable of a mission target. An amry like Kefka marches in with later? Sure, not just 2 random grunts. Isn't the green armor soldier an officer (based on Locke's scenario stealing outfits?)

Now, if they were to SpecOps soldiers (not straight up undercover "spies" but "operators" with the cover of "adventures" or traveling mercenaries). Just like with most world SpecOps, they can do almost anything required for the mission (such as how a Navy SEAL can have facial hair, even in uniform, if it makes them blend in for their active mission or posting.) At this point, they could have been in Figaro, doing small mercenary jobs (guard caravans and such) reporting any rumors or info they come across (despite not actively searching for it...) Then, if the Emperor ordered, assassinate Edgar for being a spy/returner ally.

This type of active opperators, already in the area, WOULD be the type to receive orders to secure something like an extremely rare frozen esper from a not so friendly town. They'd also be the kind that would be given 3 M-Tek suits, and a weapon of mass destruction named Slave Terra, in advance of Kefka marching in with an entire army.

One or the other would have rank, but while not actively on a specialized mission they'd wear gear that would pass for standard adventuring clothes (as they are wearing). Terra being sent with them (being Kefka's "pet") could have been sent ahead with orders to torch the entire town (not just "secure the Esper") We know as a fact from later in the game, many of the Empire's soldier hate Kefka. So would it really be a stretch for someone carrying or writing down the orders to pray General Leo goes (with or in place of Kefka) and DOESN'T order Terra to torch the town and everyone in it?

I left their story vague (for one I'm not entirely sure they'll be a story for them, but they'll probably show up as NPCs, or at least replace some positive guards during the Empire's banquet later...) Which is why their last line was "looking into... Some things". As in "these orders were strange to begin with, the esper didn't murder us, etc". In other words, things they've seen lately are making them wonder if serving the empire is really the right thing to do, and find out before they report back. As long as they didn't just report "we're still alive awaiting orders" or encounter Kefka's army they'd be listed as Killed In Action, Dead, or Missimg in Action rather than Absent WithOut Leave or "traitors" (which they might show up in the Returner's hideout too...)

Regardless of who outranks who, after awhile under cover and outside the normal rank and file military structure, its not a stretch to believe they'd act more like brothers or a 50/50 team rather than one being the subordinate to the other.

At least, thats how I viewed it in the writing. Just the same, none of the vanilla story felt right to me about playing them off as 2 common grunts. Not on that type of mission given unsupervised control of that much firepower to do it with.


RE: Project preview: Comments/suggestions/testing welcome - C-Dude - 08-03-2022

Huh... I could have sworn the ones that Locke could steal uniforms from were lower rank, but I guess that's something I added in my own hack. Yeah, the original line is just 'green suits live to brawl'.

Vicks was the blond with green armor. Wedge was wearing the brown armor. From the sounds of it, you wanted to switch them, so something to check for later.

I thought I did see vomammoths respawn, but they were kinda jumping out of the wall from behind the stairs when I rushed with Locke's party. The two in front of the Marshal weren't moving either, I thought that was deliberate to keep the player from no-battling the scenario. Wedge's party was able to block one vomammoth with battle without moving at all (likely because it hadn't finished its movement code before triggering the event), but the second one to reach that spot triggered a game over.
I imagine because I was loading from a save state instead of a save file, I was getting the same RNG each time, since pseudo-random event branching is based on the game timer. I'll try the fight again later from the save file instead, to see how the RNG might change.


RE: Project preview: Comments/suggestions/testing welcome - Catone - 08-04-2022

Yeah, I did a last minute switch at the opening, of the graphics and palette... Then left the character data. Honestly, the portraits should have been backwards too.

I seem to think save states and active long event action queues don't get along well. During the battlefields, you might have 3-6 action queues, each anywhere between 65-105 bytes long, running at the same time (no "wait until complete" flags). It might be restarting any active queues, from where ever the character is when the state is loaded.

Regardless if that's right or not, the only safe place to load a Save State (with no event queues started) is at the black screen where the moogle ask if you need an explanation on 3-party battles.

Mainly (even in vanilla) because its between that and the battle starting that all the characters, positions, and bits are set, all event action queues are started and basically things get hectic. I didn't care for the teleporting back to the track thing, but it was the only way to even attempt to mitigate anything getting them off their route and out of the walls, and still not guaranteed.

And yea, your right about the green "brawler" line, but that would almost make the green uniforms... Conscripts?

Browns are to common to be officers, "sergeant" at most.

Patch updated.

Vicks and Wedge (should) be straight now with dialog (in and out of battle) as well as portraits, names, faces.... All that gobbelly goo.

Ghestal in flashback, fixed.

Typo in Vicks' dialog, yep.

Save screen... Oh that's gonna take a minute, for several reasons.


RE: Project preview: Comments/suggestions/testing welcome - C-Dude - 08-04-2022

My save state was in the moogle explanation so that I wouldn't have to watch the cutscene over and over. I made the state after the first time the fight locked, so it's not a matter that the save state locked the fight. I did make the walk again from the save and that one vomammoth still causes a lock.

I do believe the green brawlers being conscripts or privates to be likely, though their appearance being strictly in South Figaro's occupation is bizarre. In my own hack, I did a palette swap so that the Brown soldiers were scrappy and Locke would steal one of their uniforms, since the bulk of Gestahl's army is comprised of forced conscription of conquered regions (Tzen, Albrook, Maranda). I also color-coded the soldiers by general, though (Green for Leo, Red for Kefka, Blue for Celes) so it was a little more involved than a quick palette swap.

I'll give your update a try.

EDIT: Ran through it again, the soft lock is gone now (And you fixed Gestahl!)! Without the pressure to evade that freeze I was able to handle the fight with a turtle strategy, which is how I usually prefer to deal with these events. It's definitely harder than Vanilla but not too difficult; I forked the parties to block the three routes, fought until it looked like the field was empty, and then ran to Marshal with Mog's party. While players may not be able to grind right before the fight, they can still gain levels with Terra in the cave behind Arvis's house. If you're worried about resources, you could add tonics to the wrenchers' drop table in there... it'll help with the early game without having a huge impact later as tonics basically stink past level 6.
I'm the wrong person to ask about variable routing, though, because I never pay enough attention to the NPCs to tell if they're taking a different path. I think you'll want a speedrunner to try this too, to see how they react to it.
If you're still worried about not having a shop before the fight, and if you're feeling extra ambitious, you could rework the moogle cave behind the battleground to a heal-and-shop prep area before the actual tower defense; block Locke in with invisible NPCs and make the actual start of the Marshal attack triggered by talking to the swooned Terra. I don't think that's necessary in this case, but it is an option if you're still concerned.

Very nice additions so far.

EDIT EDIT:
I don't know if you ever saw this thread before, but m06 expanded on the code you did to extend NPC sprites. You might get some ideas for menu fixes from that code. If it works, saves some work, right?
https://www.ff6hacking.com/forums/thread-3580.html


RE: Project preview: Comments/suggestions/testing welcome - Catone - 08-04-2022

Yeah, usually I only get credit for the battleintro fix, on a few occasions credit for following up on B-Run's great idea and going ridiculous with it.

Thanks, was about to start looking for those threads again, without much luck yet. Before that, we discussed the idea of a "smart" loading system for save/load/etc, and at one point I had M06's code running. The problem is, I crossed it with one from Hatzen to remove 1 of about 5 sprite pointer tables, then mixed part of Egger's expanded palettes (not using the expanded palettes, maybe, but it made something else easier to combine.

Then I butchered all of them to align with my mess, possibly left it in a blender for a bit, and now can't make sence of my old notes...

The link on that thread for his code seems empty, I've got the IPS, since I was there in 2020, maybe a copy of the code is lost in my phone still.

Still, thanks for the link.