Thanks! This is probably my favorite hack at this point, and it's only gotten better!
I tend to automatically read whatever I'm looking at, and with my mother being an editor, little mistakes tend to jump out at me. I'll keep trying to report anything I see! On that note, I think there was a capitalization problem with a sign post outside the Safari Zone. Also, while I do like your new fossil event, I think there were a few problems with it -- a couple of spots where the spacing seemed weird, one or two ellipses that were missing a dot.
I had guessed it was something with his code, since it didn't seem like anything else would conflict with it. I honestly forgot that I could skip it the first time, and remembered when I was experimenting after I reset. Hopefully this last little bug can be squashed!
Also, I've been Nuzlocking this too, and while it does make things easier, it also adds more variety with the Catch 'em All patch. Being able to get things from both versions, as well as having Yellow encounters added too, really helps with the lack of variety early on. Honestly, aside from small decaps errors and such, this has become the definitive Gen 1 remake (at least to me)!
Not just Yellow, but Japanese Blue, too! I don't remember off the top of my head, but I may have also taken a tiny bit of inspiration from G/S/C. One of the *only* things harder about it is that there are Nidoran in Route 22. Physical attacks can cause poisoning. I can see why Game Freak removed them from FR/LG, but it really does lower variety of Pokémon choices.
Got the Safari Zone sign fixed now! Thanks again for the report.
The fossil event was actually the first custom event I ever made for a Pokémon hack. Ever since it's completion, I haven't really looked back at it to find any issues with it. I always thought it worked well enough for what its purposes are. I may retool it a bit if I ever get around to overhauling certain parts of my hack. One thing I could change is the use of small text for murmuring. I don't think the game uses it anywhere, so a future change would see some alterations to the event to accommodate for that. For now, though, it's fine as it is. The ellipses actually all have three dots. The reason it might not look like it is because they're all really small. The game's letter set has its own distinct entry for ellipses, which is what I elected to use.
Spacing looks fine to me. I don't believe there's a whole lot of consistency when it comes to spacing out sentences. Sometimes they extend to the ends of the dialogue box borders, other times they remain more conservative. Heck, one of the scripts is taken straight from the Game Boy originals, line break and all! If you try to use the Potion from your PC before you get your first Pokémon, the game will say "There is no POKéMON." Except it doesn't look like that. Instead, it uses the same spacing as in the original game, formatted especially for a 160 horizontal pixel resolution:
There is no
POKéMON.
Pretty distracting, no? I actually just decided to fix it for this quick update. I'll probably fix up other issues like those if I can find them and am capable of doing so. Just so long as they don't affect battles.
As for the TM usage bug...I'm not sure what I can do. A fix was found involving nop-ing out some values. Unfortunately for me, my hack already has those hex values at 00. It fixes the issue in general, but my hack won't see a benefit from it. I think a previous implementation of the TM reuse feature may have resulted in that being the case.
Considering this, and several other things that have been dwelling in my mind about it, I've now reached the point where making many more changes to the Extras patch may just cause some things to fall apart due to the age of the hack and my lack of properly keeping things organized for it. I think I may have to start creating individual patches for each different feature in the Extras patch so as to not cause any conflicts in code between things. Well, on my end, at least. I could never expect others to apply patches for every single little feature that they want.
This is where a patching program would come in handy. And I don't mean something like Lunar IPS, I mean a dedicated patching tool for my hack where people could select different features they wanted to patch into their ROMs and then apply it all at once. Unfortunately, I don't have the skills to do that. I know others who might be able to, but I sincerely doubt any of them will be willing to make it for me, and I feel it'd take too long to teach me how to do it myself for it to be worth it.
Well, it's just that. Whenever I say yes to the option of using another Repel like in newer games, I still get pulled into a battle with Pokemon that are not even on my level. I'll show you what I mean with a video.
http://youtu.be/kkhzhZNZiA0?t=13m7s
Watch from that point on. I distinctly remember pressing the X Button on my controller which was mapped to the in-game A Button. It still didn't work. Regardless of that, the TMs are reusable, the Move Tutors will still teach as many times as necessary, and the trees will stay down when Cut down. This is the only thing that doesn't work for me.
What emulator are you using? Are you sure the button you're using isn't configured to more than one GBA button? Whenever you select "Yes" to use another Repel, you should hear the spraying sound and see the message "[Player] used the [Repel Type] Repel." This isn't the case in the video, so clearly something's going on. I just don't know what it is. The Repel system works correctly on my end.