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lushen124

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Everything posted by lushen124

  1. I didn't think they needed to be, but I can look into seeing why that would cause things to break. Ideally that shouldn't be a problem, but if it is, at least it should give feedback than just hanging. 😅 As of 0.9.1, he should promote properly after gaining a level at Lv. 20 (or presumably using a Master Seal past level 10). Ike, regardless of his class, should have a scripted promotion after Ch. 17.
  2. What did it set her personal bases as? Or rather, how did it translate her personal bases? I like this. It shouldn't be too difficult to do, because it's basically the same logic as bases translate.
  3. We can certainly revisit the logic for HM11. There isn't any special treatment for that chapter with the exception of Wire, who should be somewhat nerfed. IIRC, the Lord characters' base stats are actually entirely focused onto the class and none on the characters themselves, which makes changing their class a significant nerf because they lose all of their bases. If most of your stats are 3, then that means you have some negative personal bases, because even a base Peg Knight in FE7 has higher stats than that: Did you randomize bases on top of the classes? Rebecca doesn't have negative personal bases, so I'm not sure where those came from. Regardless, we can revisit the lord bases logic and see if that can be improved. I don't think HM11 should be skipped, but it should be relatively easy to complete. As far as the adjust character growth rate to class, it sounds like it would be similar to the randomized recruitment option for matching growths to the replacement character, but matching it to the class shouldn't be too difficult. Were you thinking this as being part of randomizing classes or randomizing recruitment?
  4. Thanks! To respond to individual points: 6 skills - This might be something that we could experiment with in a setting, but I initially limited it to 1 skill because it happened to work out reasonably well because the most expensive non-occult skill costs 15 capacity, and the least capacity you have is as an unpromoted mounted unit with 15. I did find out that you can bust the cap without any penalty, except for the fact that those skills can not be restored afterwards. I think it's something that's more interesting on minions or bosses than on playable characters, but maybe as a silly setting, it'd be worth exploring. Occult skills - I'm trying to find a good way of including these somehow. Maybe a special setting for pre-promoted characters to have a chance of receiving an occult skill instead of a normal skill during skill randomization. This is also something else that's more interesting on a boss than on a playable character, IMO. I also heard that the skills actually won't break the battle animations, which is nice, though certain combinations (like Astra on a Bow Paladin) take a very long time to finish. Regal Sword/Ragnell - I actually modified this. I used a trick I learned from GBAFE and assigned these weapons to share the same lock as the Rolf Bow instead of the usual Hero-only lock. But since they're swords, obviously archers/snipers can't use them. I also allow Ranger and Lord to have the Rolf Bow lock, but since they don't use bows, this effectively locks Regal Sword/Ragnell to all Rangers/Lords and the Rolf Bow to all Archers/Snipers. SID_HERO also allows you to seize (and possibly other things), which I didn't want to give out to any character that happened to become a lord class.
  5. Ah, sorry. The changelog only lists items with display names. IID_WARP is the internal name for the Warp staff. It doesn't have an official name listed in the code, nor does it have any official help text set, but those could be added if Warp works properly (though I'd have to make up the description string).
  6. I think I assumed the Warp Staff was actually in the game and functional, but just wasn't accessible. It's possible it just doesn't work at all, in which case, I'll just remove it from the pool. As mentioned above, if you have the changelog, you can verify this. If you know the seed string, randomizing using the same string with the same settings should give you the same result. This is what I use to test things. When randomization finishes, you'll be given an option to save a changelog of the results. That will tell you all character, item, and chapter unit data. If we can verify the file system of the Japanese ISO, as well as the ID strings, then it shouldn't be too difficult. It would be a bit more difficult if the IDs were actually Shift-JIS strings though. Digging through the US version, there are still some pieces that are encoded in Shift-JIS (things like model mapping, none of which I currently touch) which make them a pain to deal with without another helper library.
  7. Thanks for these and thanks for filing them in the github. I commented there already, but I'll try to get them fixed in the next release when I tackle chapter scripting. This is actually the default. In fact, there's no option for what I deem to be major/endgame bosses for randomization for any of the games. In the case of FE9, Ashnard and the Black Knight both fall into this group and will not be randomized. The only change from a gameplay perspective is that I allowed all A and S rank weapons to bypass the blessed armor so that you have more options than Ragnell and the Laguz Royals. For completion, in FE4, Julius is considered endgame, FE6 Zephiel, Idunn, and I think Yahn are all considered endgame, FE7 Nergal and the Fire Dragon are considered endgame, and FE8 Lyon and Fomortiis are considered endgame. This is, sadly, not possible as far as I know. There are two primary data structures for FE4 units, and the one used for many early game bosses and most minions do not have space to specify holy blood or skills. It's the same reason why it's not possible to give ALL bosses skills or holy blood, and is instead limited to those that I call "Holy Bosses". The only minions that have non-class skills assigned to them, I believe, are in the endgame, I think one of the platoons have pursuit (Grau Ritter maybe?)
  8. Buffing bosses in general is a bit odd because I don't think they actually work with just modifying the character stats (at least not what I've seen, in Normal mode). The fact that Muarim is affected is what confuses me because I explicitly made an exception for PC bosses. As for the double bow, I'm an idiot. I locked Longbows and Rolf Bow, but I forgot about the Double Bow. 🤦‍♂️
  9. Which version of Dolphin are you using? I'm not sure if there's any version that does what you described, but there are many development builds that do not play properly when a game is started. I recommend using the stable 5.0 build of Dolphin (which is what I tested with).
  10. There's a 0.9.1 release that fixes this. Give that a try: https://github.com/lushen124/Universal-FE-Randomizer/releases/tag/0.9.1
  11. I'm assuming you're using the x86 version (i.e. 32-bit). I recommend you upgrade to a 64-bit JRE and use the 64-bit version, as the 32-bit version has limitations on memory usage, and loading an ISO takes up a lot of memory. Any CPU made since the early 2000s should support 64-bit, you just need a 64-bit JRE. You can find the latest JRE/JDK here: https://www.oracle.com/java/technologies/javase-downloads.html I know Java SE 11 works for sure. I haven't tested Java SE 13 yet, but it shouldn't have any issues either. Java 8 I think is the lowest version you can go that still supports Yune. Let me know if you need help on this.
  12. There is a bug with the current version when using full random. There's an unofficial build that fixes this issue, but I'm working on a proper 0.9.1 patch release coming soon. If you're on Windows, you can give it a shot. It also fixes a few other issues where the randomization might freeze. The second to last comment here has a link: https://github.com/lushen124/Universal-FE-Randomizer/issues/199
  13. Oh... That's odd. I'm fairly certain I still had logic to make sure flying units stayed flying. Maybe I forgot to add crows to the list? EDIT: Oh, I see now. Apparently those crows in the chapter are classified as Feral Crows, which I forgot to add to the list (alongside Feral Hawk). All it means is that they don't transform back. I think the only chapter that features proper laguz enemies is the desert chapter.
  14. I see. I was thinking the Laguz royals would be able to carry you, but maybe it's just easier to remove the skill that disables damage from non-Ragnell non-Laguz sources.
  15. I think it actually is possible. I think the class data has it, or at least a byte that looks like it follows the same 15 for unpromoted mounted classes, 20 for promoted mounted units and unpromoted foot units, and 25 for promoted foot units. The only downside is that it randomizes at the class level and not the character level.
  16. Huh... so it just defaults to the regular attack animation if it doesn't have a special animation available for the class? That greatly expands the list of skills I can give out to promoted units.
  17. Interesting. The game will actually let you keep that? I also thought unpromoted units have 15 or 20 (depending on whether they're mounted) and then gain 5 on promotion. Stefan just starts with 20? Or is he a mounted unit? In any case, I'll add in logic to handle occult skills (probably just replace with the corresponding occult skill for their new class), but this can be useful for me with bosses if I decide to buff them beyond their capacity. I haven't tried this, but I assume those occult skill animations are tied to the class, and that not every class can use every occult skill and have it work properly? Have you had Stefan as anything other than a swordmaster use Astra?
  18. So what does it say for Stefan? Is it just 30/25 for him? There are a few bugs that I need to fix and release that addresses some freezing issues when using certain options. There's a slightly newer version that's not officially released yet here (second to last comment) if you want to give that a shot (this assumes you're on Windows with a 64-bit JRE though): https://github.com/lushen124/Universal-FE-Randomizer/issues/199. For reference, the problematic settings are Including Special Classes (i.e. Herons) in class randomization, buffing bosses by easing, and full growth randomization.
  19. 1. Yeah, according to my notes, Regal Sword (and Ragnell) have the heroonly trait which probably locks it to somebody with SID_HERO. Ike personally has this invisible skill, and I'm pretty sure it's what allows you to seize too (and possibly game over on death). It's not quite practical to put this on the Ranger class, unless you were ok with any Ranger being able to seize. There might be other side effects the skill does too, so I might just remove it from the pool. 2. I haven't touched any game logic yet, partially because I don't know where in the code dictates the promotion. The only skill Ranger has is SID_EVENTCC which now that I think about it, might actually stand for Event Class Change. If that is the case, I think removing that skill might allow him to promote? I'll have to play around with it. 3. Oh. I think I forgot to scan for occult skills for randomization. 😅 Just curious, did it actually allow Stefan to go over skill capacity? Or did he have Astra with a 5-capacity skill?
  20. Jill's case is a bit weird. I'm not sure what could be forcing a skill to disappear, since that sounds like some game logic that I haven't touched. It's possible that some skills are special? Maybe mounted units just get rid of Smite automatically, since they're not technically allowed to Shove. As for Rolf, yeah, there's some weird things about him, so I currently don't randomize him. His map model and weapon ranks all change, but the game persists in thinking that he's an Archer, and will load Archer battle animations. Since him equipping a weapon is almost certainly going to crash when entering battle, I just blacklisted him until I can figure out what's going on.
  21. So, this is interesting, because there's two ways to give a unit a skill. Character data is one, and the other is actually in dispos. I noticed a lot of unaccounted for data in your documentation, and in the prologue dispos, I found a SID_IMMORTAL skill in the strings table, so I just traced it back to where it was being referenced, and it's actually right after the equipment. This is the mechanism I use for giving random generic enemies skills. As for how to make the game know about the skill (and this works for items and weapons too), that comes down to how the binary files (*.bin) files work. As I understand it, this structure is used for the 3DS FEs too, so I have reason to believe they still use the same file structure after all these years. In any case, the important part is that there are two pointers in the header. One pointer points to the start of the string entries, and the other pointer points to the start of a table of offsets. These actually inform the game the offsets in the data that are valid pointers. So it's not enough to replace a 00 00 00 00 with a pointer to an ID, but you also need to add the offset to this second table for the game to acknowledge it. This applies to both FE8Data.bin as well as the individual dispos.bin files the chapter unit data. As an example, (if I remember the offset correctly) Oscar's first skill ID would be at 0x224 (+/- the 0x20 offset, I forget), but if you look in the table of offsets following the strings table, you'll notice that it skips right over 0x224. All you need to do is append 00 00 02 24 to the end of this list, and the game will acknowledge it (after you adjust the other header parameters, obviously). This similarly works for the dispos file, where you'd need to add the IID_ITEMNAME to the strings table, then reference it in the chapter unit data, and then add the offset where you referenced it in the offsets table.
  22. 1. The option simply makes sure Magic-based classes assign the higher of STR and MAG growth to MAG. It's possible that STR isn't necessarily balanced the same way that MAG is between physical and magical units respectively. I'm open to ideas on how to potentially address this. 2. This is interesting because I haven't gotten around to changing the chapter script. But iirc, this map has chests, so if you randomized chests, I might have a bug that causes a side effect, because those chest contents are stored in the chapter script. At the moment, I'm modifying the scripts in a way that I don't completely understand yet. 😅 3. I think Volke and Sothe probably have KEY0 and KEY50 assigned to their characters and not their classes. I haven't removed that skill from them. I wonder if the option to randomize thieves is even necessary if I can just let anybody open chests. 4. If I were to hazard a guess, these are probably female units? There's some odd logic for female units as far as map models go. Some of them work the same as male units where the AID needs to be assigned specifically to match their class, but some of them result in Shadow Ikes if you do set their AID, even if it matches the class. Mist does this, and I had another report that Nephenee does this too. It's also possible that AIDs that I thought would work actually don't. If you can, let me know the character and the class they were trying to use, and I can investigate. Thanks for the feedback. I'm happy to hear that it's mostly functional up to as far as Chapter 18. 🙂
  23. Done. You're welcome! Though I must warn you that FE9 is probably quite buggy since I haven't tested it too much (and none at all beyond Chapter 9), but from my experience messing around with it, the most fun I've had wasn't necessarily with class randomization, but skill randomization, and giving minions and bosses random skills. Really keeps you on your toes and occasionally surprises you when you start running into enemies with Resolve or Wrath (or even Vantage if you forget). Let me know if you run into any issues and I'll try to address them quickly. 🙂
  24. I said I was going to make this thread like a year ago, but it had completely slipped my mind, and I had set out on looking into FE9, getting burned out, and then getting everything back together again to actually make things happen. In any case, here's the link to the repo for Yune. Link The downloads can be found in the releases section, with the latest release being v0.9.0. The readme also goes over how all of the options work and what they do. As the randomizer is written in Java, the only requirement is that you need a somewhat recent JRE installed to be able to run the randomizer. It has been compiled for Windows (32-bit or 64-bit), MacOS, and Linux (GTK). Supported titles: Fire Emblem 4: Genealogy of the Holy War - Requires JP ROM (headered or unheadered) or Pre-patched ROM with Project Naga translation patch. Fire Emblem 6: Binding Blade - Requires JP ROM or Pre-patched ROM with the Redux translation patch. Fire Emblem 7: Blazing Sword - Requires US ROM Fire Emblem 8: Sacred Stones - Requires US ROM Fire Emblem 9: Path of Radiance - Requires US ISO (Note that there is a good chance of an out of memory error when using a 32-bit JRE for FE9 randomization). I trust FE4 and the GBAFEs to be fairly stable, but FE9 is a bit shaky (and likely quite buggy, if you enable too many options that I haven't had the chance to test simultaneously), because it's not quite up to the standard I would have liked for it to be. I'm still trying to figure a lot of things out for how FE9 actually works and the next step is one that will likely take a long time because it involves chapter scripting. Rather than hold it for that long, I'd rather have people able to test it and start finding bugs that need to be addressed, as well as solicit information if anybody has anything that might help with FE9 quirks. Those bugs could also help give me other ideas on how FE9 might actually work under the covers. Please file any bugs you find in the GitHub repository directly in the Issues section so that I can track them, alongside any suggestions that could help me improve Yune. EDIT: 0.9.1 is now available. Changelog:
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