This ain't your daddy's Ogre Battle!
After some light ASM modification Ogre Battle SNES will load player and enemy sprites to the opposite sides of the battlefield. The practical application of this is to allow the player to use enemy-only characters for which no "back view" was ever created.
Obviously text and event code editing haven't been done yet (to my knowledge). Hoping that will come along one day so the fan community can do a real "Play as the Empire" mod if it wishes.
There are still some bizarre RAM writes to take care of. Notice how the player party consistently picks a haywire destination after eliminating an entire enemy party? Also, some in-battle stats may be getting misplaced in RAM still, producing damage numbers that strike me as odd.
Non in-game music tracks used in this video are...
Overworld Screen: "Overworld," by Yuzo Koshiro. Actraiser 2 OST.
Dragon's Haven Map: "Zenobia's Grave: A Champion Has Risen" by Michael Dover and Kwix. OCRemix medley track.
Battle: "Battlefield Without Light," by Miki Higashino. Suikoden II and Suikogaiden OST
Empress Endora Battle: "Dragon God," by Yasunori Mitsuda. Chrono Cross OST
Did that one black dragon use a Holy elemental attack? Thats odd.
TheOneTrueEfrate 1 year ago
@TheOneTrueEfrate Hehe, it's unfortunately unsurprising at this early stage. There's a few bugs I need to track down, and I may approach the concept entirely differently later. The current changes cause the game to store memory values in RAM improperly under certain circumstances, and that's probably what's causing the bug you noticed. These elemental issues can probably be corrected easily, but it's the wacked-out Tarot cards that kind of scare me.
FaustWolf 1 year ago