Have a bunch of misc small hacks that don't actually do anything.
Easy Custom Game Speed Config
This is a very simple hack that allows you to define the game's behaviour when it comes to what speed option means what. This means setting a base speed, whether the "slow movement" byte in the class table should be accounted for, and whether pressing A speeds up movement.
The default setup mostly mimics vanilla; with fast speed also allowing you to press A to speed up movement (using this hack renders the part in essential fixes that does this obsolete).
Include the installer from somewhere within your buildfile. You can either edit the definitions in the installer itself or copy/paste the definitions block in an earlier definition file and edit there.
Per Chapter Battle/Death Quote Lists
This hack is purely organization-oriented (it doesn't really add anything to the game).
What this allows you to do is to declare "per chapter" battle quote and death quote lists. The idea is that this allows you to not have to maintain a single huge Battle Quote/Death Quote table; and instead can move chapter-specific quote entries to your chapter events (those quote could be important to the chapter logic so it seems natural that they would be located with the rest of it).
This also makes sharing chapters as self contained modules (which is done relatively commonly for Blitz-inspired projects) easier.
And then, anywhere after you include the hack (but maybe preferably somewhere chapter-specific) you can do the following:
DeathQuoteList being labels to Battle Quote/Death Quote "tables" following the exact same format as the one you'd define without the hack.
For convenience, I have also included a series of macros you can use to define your tables within events (as opposed to by using a csv), like so:
DeathQuoteEid(Bazba, TextBazbaDeath, 2) // sets defeat boss eid
You can also use those to define the main table if you, like me, prefer to do it this way.
PerChapterBattleQuote.event for the complete macro list (there's quite a few).
Expanded and Modular Save (Game and Suspend) System
(Note: Kirb was also working on something like this, and may have had it done already (I don't think so but I could be wrong); but here's my take on it anyway).
This may need further testing, but as far as I can see it seems to work fine.
This is mainly targeted towards my fellow Wizards. This allows you to reallocate game save and suspend save blocks; And add/remove/replace data "chunks" within them in a modular way (see the files, especially the main installer, for details).
The default block allocation setup is based off @Crazycolorz5's old plan for a similar hack (big thanks to him for his work). The default game save and suspend save chunk layouts mimic vanilla.
See here for an example setup that "expands" saved unit data, saves all 20 green units, and supports Colorz's "legacy" expansion (used by debuffs) (this one also probably needs more testing, but again it seems to do fine at a glance).
See installer, it includes a handful of (hopefully helpful) explanatory comments.
Note: Those hacks may require you to have included "EAstdlib.event" before them; because I'm apparently too lazy to do it in the hack itself.
As usual (?), All sources are available in the "CHAX" GitHub repository. Report bugs or request feature by submitting an issue there or by contacting me directly here or on discord etc