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Everything posted by Tequila

  1. Unfortunately, it seems to have disappeared. Tried recovering it with google support, but no dice. I know I didn't delete it, but I haven't the faintest idea where it could have gone.
  2. You can probably promote her with a lunar bracelet, if you find one, or with either a knight or hero crest.
  3. Short answer: Yes. Explanation: We're editing assembly code here. The first two instructions load the attack into r1, which is a register (think of a register as a container that has a value in it). To multiply by 3, we use lsl (logical shift left, akin to multiplying by powers of 2) to multiply by 2 (2^1, where 1 is the argument on the far right (h stands for hex)) and put that value in r0. Then we add the original value to r0. 2*number + number = 3*number. We could use mul, which is multiplication (and is probably what you were expecting to find), but the compiler preferred to use an lsl/add combination, which is slightly faster. To multiply by 2, we just want to get rid of the "add r0,r0,r1" instruction, which is why I had you write 00 00. That encodes the instruction "lsl r0,r0,#0", or "multiply value in r0 by 2^0 = 1", which means the value stays the same. If you only change the first 00, you'll get the instruction "add r0,r0,r0", which doubles the value (this should mean effective weapons deal 4x damage!). If you want to understand assembly a bit more, give this a read.
  4. Open your rom in a hex editor (like HxD; if you use FEBuilder, I believe that has a built-in hex editor), go to the address 248D4, and write 00 00 there.
  5. The fact that you say this shows that you either didn't try at all, or didn't try very hard. Here's what you'd need to do: 1) Repoint and expand the class table. 2) Add data for new class(es). Most of the stuff should be fairly self explanatory; if you're confused, reference a similar class (for terrain bonus pointers, etc). 3) Import the map sprites, both standing and moving, and update the necessary tables. 4) Import the battle animations (probably the hardest part) and make a battle animation pointer (it's part of the class data). 5) Update the list of units that the promotion item of your choice can promote to include thieves. Hero crest would make the most sense out of the existing ones, but a lot of classes need them too...but you can just add more in-game. FEBuilder is probably the easiest method to use for all this, although I have no idea how well it works with FE6 (or, for that matter, at all; I don't really use it). You can also do it with Nightmare and a hex editor if you're old school. It's a good project for a beginner, so search around and see if you can get started. Good luck!
  6. Are you referring to FEditor? There was a spell animation creator thingy in there, but nowadays we use this instead.
  7. Is the same in both. ORG stands for Origin, it means "insert stuff starting at this offset". Since they're the same, that means whatever you're assembling last overwrites what you wrote there first.
  8. Don't use chapter 5x. It's got some hardcoded shenanigans, as you've discovered, and finding and removing them all would take longer than just moving all your events to a different chapter.
  9. Generally the project lead is in charge of the eventing, which is what I assume you mean by "coding". You don't _have_ to, but it can't hurt to learn, no? Here are two good resources if you're just starting out. Even though they're for FE7, the theory is the same for fe8, and there's an incomplete FE8 version of the second link here.
  10. Double click tmx2ea.exe and it should create an installer for all the .tmx files you have in the folder. What exactly do you mean by 'no changes that I make to texts or stats are saved'?
  11. You'll probably want someone who's actually used FEBuilder (I assume that's what you're using) to help here, sorry. However, I should point out that weapon effectiveness and weapon triangle aren't the same thing. It sounds more like you expanded the rapier's effectiveness list, which is an array of class ids that the weapon is effective against, assuming I'm understanding correctly.
  12. What exactly did you do to the weapon triangle table? Did you expand the table without repointing it?
  13. Idk how FEBuilder does it, but in vanilla, the game checks if the unit's class id is lower than 0xB (General) or higher than 0xC (General_F), and if either of those is true, no Great Shield. But that means that anything in between those will have the skill. So if you just change the byte, to give, say Eirika Master Lord and Sage the skill, then all class ids between those will also have it.
  14. Put them in free space. There's no guarantee that the data you're inserting is the same size as the data you're replacing, since the images are compressed; if the new data is longer, than it'll overwrite whatever comes afterward, which may or may not cause the issue you're having. Free space in FE8 begins at 0xB2A610.
  15. Yes, finishing blows on bosses will always crit. It's part of the skill system called "Flashy Mode".
  16. Hooray! Also, I forgot to mention that the matriarch/patriarch/high magus animations are by Mr Night48, not Klokinator.
  17. My point was that the beacon bow is strictly superior to the steel bow, despite being a rank lower AND available as of ch2. Another thing I forgot to mention was not being able to see magic ranks for everyone.
  18. Whew! I tried this on hard mode, and it was...well, hard. But I enjoyed it. However, I'm confused about what's going on with the weapon triangle bonuses. It seems like there's WTA, but no WTD? Attacking an axe with a sword gives the proper hit buff to the attacker and hit debuff to the defender, but vice versa does not, which resulted in some...confusing moments. Reavers are also behaving oddly, specifically the swordslayer. Ross with a swordslayer does 97 (!) damage against an iron sword mercenary in ch15, but only has 63 hit, while the merc has 75, and the advantage arrows don't display. I wondered if that meant the swordslayer wasn't a reaver anymore, but it had 0 hit vs a steel lance cav, so that's not the case. On that note, I think this hack would benefit from someone starting out with rally/spur skill, since hitrates can be a bit shaky sometimes even with WTA (see above), and rally luck or a hoplon guard in the early game, since swords in particular have a lot of crit, so there's many ~5% chances to get killed even if you do everything possible (Natasha with WTA and rally def got OHKOd by a steel sword). Perhaps consider putting in more stealable secret books and goddess icons, as well. I approve of giving Colm more actual use. Definitely add some information to the weapons to show when they have new abilities, especially when the ranged squares aren't showing up properly. - I lived in fear of Pablo's Bolting with its ridiculous 30 crit, eventually taking him out with a longbow, and was stunned to find out it only had 1-4 range when I got one of my own (the red squares show 10). - What's the benefit of Iron Blade over Steel Sword? The latter seems better in all regards. Same with Steel Bow vs Beacon Bow; the latter even has a lower weapon rank, to boot. - Why are the monster-killers and the Devil Axe unsellable? - Ephraim's prf tome seems a bit busted. 1-3 range, effective against knights and cavalry, stat boosts, AND a nosferatu effect? I would give it 1-2 range to give some incentive to use anything else. - Why is the Short Spear A rank and the regular Spear B rank, especially when the latter has nosferatu and the former only has a tiny bit more might? Lastly, there's an issue with ch14. You were nice enough to put chests on the roof (I assume the logic was to tell the player how many chest keys they would need per room), and give the player a Warp staff, which means that Colm can be warped and rescued to open the chests before opening the door to the room, allowing you to get double loot (Bolting, Purge, Dragonspear, and Guiding Ring). This may have been intentional; however, once you open the room, the chests stay permanently closed, allowing you to get infinite amounts of the previous items. There were times where a person learns a new skill after having 6, but the "skill forgetting" window didn't show up; instead, it would show up for the next person to initiate combat. I'll mention it to circles when I figure out how to reproduce it consistently.
  19. There is no event to change a unit's status. You'll need to write an ASMC for that.
  20. Code what, though? Assembly? Do events? Make animation scripts? All of those could conceivably be thought of as "coding"*. *Actually the latter two are more "scripting". Assembly hacking could be considered coding, but at this point you really don't need those.
  21. It's not a bug, it's a feature. Fleets have the same movement type as pirates; you just never see them move onto land because they don't have time to in the only chapter they appear in (Ephraim ch10).
  22. It's against the rules to post roms, so you'll want to remove that. Put a patch instead.
  23. This is useful for inserting Tiled (.tmx) maps. I'm assuming the map creator you're using is Yeti's FE Map Creator? If it is, just save as a .tmx and you should be good to go.
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