Chaos Rush
Well-Known Member
It was neither nostalgia nor the internal battery. The RSE games had a time system, and it's the sole reason why it had an internal battery in the first place (FR/LG carts don't). They could have easily added some code that would alter the overworld palettes depending on what time of day it was and it would have had no added effect on the internal battery whatsoever that the RSE games as we know them doesn't already - the RSE internal battery not only keeps track of time, but it also counts how many days you've been playing, which means it already does more than it did in GSC.IIRC, the reason why none of the 3rd gen games had a day/night cycle had something to do with the internal battery, it's not because of nostalgia.
I'm convinced that the only reason why we didn't get a visible day/night system was because the original model GBA was nearly impossible to see, hence why many GBA games often features bright color palettes, and many SNES-to-GBA ports brightened the colors. This wasn't a problem on the GBC because the screen was more reflective (to the point where late GBC games were able to detect if they were being played on a GBA, and would brighten the color palettes as a result, such as the Zelda Oracle games). The RSE games already keeps track of time and the only thing that needed to be done to "finalize" it was to simply load a different set of palettes depending on what time of day it is. It would not have affected the longevity of the saving feature, because the GSC games relied on the cartridge's own saving battery (all GB/GBC games with SRAM saving have one), which drained it further. GBA games use a different method for saving, and the internal battery in the RSE carts was strictly for the RTC.