After a few preliminary tests...
Shit, guys. I've just (probably) conclusively confirmed that there is, indeed, a limit on the total amount of model data (texture, model, weapon pack) that can be fed into the game engine for any single model. Here's what I did:
Regular Serge texture, model, and weapon, but shoved the weapon back to the sector it would have to be in to make enough space for the Dark Serge model. Repointered as necessary. Result?
Red Screen of Death.Regular Serge texture, and model with pointers unchanged from above. Replaced Swallow weapon pack with the "glove" weapon pack, which is only one sector long because it's basically nothing. Result?
Serge works fine, but weaponless.Dark Serge texture, Dark Serge Model, glove weapon pack, with pointers unchanged from above. Result?
Dark Serge works fine, but weaponless.Of course I've already tried the pointer values with Dark Serge texture, Dark Serge model, and Scythe weapons pack.
Next thing to do is find a suggested upper bound on the size of a model's necessary data in sectors, so we can notify Chrono Cross fan projects of this technical limitation. Given that we're just now exploring Chrono Cross' internals, it seems kind of silly to try and change this bound via asm hacking, but I dunno. Ugh.
The only hope for a perfect playable Dark Serge now is that either a.) changing the fourth byte somehow miraculously saves the day (I haven't tried this yet) or b.) the game will correctly load the enemy weapons pack given to Dark Serge as an enemy -- I've been trying with Scythe/Serge/Lynx's scythe weapons pack, which is what we used for the Magus Unmasked hack. I'll keep you updated...