Tested on both unmodified and modified by FF4kster ROMs. Works like a charm in both instances! Thank you
so, so much, Chillyfeez! In version 2, you and Grimoire will be professors in the training room. Though, just in case I do run into trouble down the road, what are the trouble bytes in question and what
should their values be?
On that note, I made a bunch of changes last night (I had been writing them down and saving them up for after I confirmed the Dash patch would work correctly). I'm linking the current version here first, just in case anyone wants to help me playtest through it and discovers any bugs/imbalances along the way.
I didn't exhaustively keep track of the changes, but the highlights are:
* Angel wings! They float the party in battle (it sticks around after til you change floor) and can be stolen/dropped from underworld flying enemies, as well as bought for 5000 apiece in Tomra (I guess the Dwarves use them to float over the lava in the bottom floor of the ice cave).
* Bahamut's Lagoon has far fewer damage floors on the "treasure route"; also, secret passages in the Feymarch allow you to take a much more roundabout but much less damage-floor route through the dungeon. It just means you'll fight more enemies instead. Which brings me to.,..
* Underworld enemies are both easier (slower / hit less hard) and give more EXP. Ciriatto has been slowed down; Draghinazzo has also been slowed slightly and has less attack power. As a side effect from something else, Alichino's healing has increased. Hopefully this will make the underworld transition a little smoother and make it more reasonable to do the fiends "out of order".
* HP-Apples exist and a couple can be found in the Dwarf castle treasures. Once again, this is intended to help smooth the difficulty transition of the underworld a little. The twins might survive a hit or two and get some EXP. Either way, it's not a very high-HP party you have down there to begin with, so they probably won't go wrong no matter who gets them.
* The training room in Baron now has explanations of many of the changes and/or things that aren't quite obvious to casual players about FF4.
* There is now a trap set for speedrunners who try to cheat their way past certain early game towns.
* Kain and Cid's new commands (many thanks, once again)
* Chakra heals more (but the idea is still the same)
* Edge gives you a parting gift that is yet another nod to something external to the game.
* The game tracks your party size via flags; no more "Do you wish to wreck your game? Yes/No". If you have room, they will be added. If you don't, they won't. If you don't like the result, reset.
* Chaos blade is stronger, Blood sword is weaker (a little), also Sleep blade is stronger.
* Daggers have been majorly reworked
* Mythril staff has been renamed "Healing staff" and heals for a little more.
* Float spell is learned earlier by both Porom and Rosa (but not a lot earlier; you probably will still have beaten those dungeons the first time already)
* You have a starting inventory, and the inventory begins with -sort- and trashcan at the top instead of the bottom. The starting inventory also has two empty spots next to the Ice-Ball, giving the impression that Cecil also started with a Lit-Bolt and a FireBomb but used them in the cutscene.
* The Frost Dragon palette looks WAY better
* There is now a Mindflayer in the ice cave instead of Tarantula, in further nod to FF1.
Anyway I think those are the biggies. Enjoy! Let me know if you find anything noteworthy. Otherwise, I will upload it to RHDN once I finish my own test playthrough if I don't find anything myself.
http://timecave.net/ff4kster/crisis/crisis.ips