Well, I found one issue that might make testing Crimson a pain: wandering NPC data (including their text pointers) appears to be stored in the save file. As such, when loading the save file it will also load the original pointers.
Though I could probably tell the affected lines by the pointer in the script file (this NPC data is stored in the ROM around $37xxx, whereas much of the story-progression dialogue uses hard-coded pointers throughout the first 32KB), and find and RAM-hack it. Slow but doable process.
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