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Kngt_Of_Titania

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Everything posted by Kngt_Of_Titania

  1. I have v1.5.3, which should be the latest version. Downloaded it from the link in Burning Gravity's tutorial. So, understanding you correctly, I should have them (files referenced in DOS are in black; folder location is in red): Confirming that they are there, I then went to "Environment Variables" and changed "Path" under "System Variables." Old Path: c:\devkitPro\msys\bin; etc. New Path: c:\devkitPro\msys\bin;c:\devkitPro\devkitARM\bin;c:\Users\Ryan\Desktop\devkitPro\devkitARM\arm-none-eabi\bin; etc. The bolded is from the red box from the first picture. Italicized is a guess. However, despite this, things still won't work. Am I doing something wrong here? Missing something? I feel so close to finishing this, yet so far away.
  2. Yeah, I read that. Tbh, I was actually following your tutorial. :D P.S. I managed to find the FE7 Crit function on an obscure link, found similar code in FE8, and then used breakpoints it to backtrack to the variable that calculates base crit; the whole process took forever, but your last post helped me tremendously. I could not, for the life of me, go from Eirika's LUK stat to where I needed to go, simply because WAY too many things called it even when I sent Eirika to attack an enemy -- it would've taken forever (for ME) to sort through the mess. EDIT: I tried both of these options (files DO in fact exist; moved the folder to desktop). Neither of them worked. Not sure where to go from here. Anybody else have any ideas or would be willing to run it through the assembler for me?
  3. I've finally managed (I think) to learn enough assembly to pull off my hack, but when I go to test the ARM Assembler, things go awry. Since a picture is worth a thousand words: This happens whenever I drag and drop Hector Hard Mode.asm (not my hack; just a famous old one I know is formatted correctly to test that everything is working right) on Assemble ARM. I have devkitpro dowloaded, have restarted my computer, uninstalled and reinstalled multiple times, and yet I still get this. Windows 7 OS, if that is relevant. Does anybody know what's going on here, and how to fix it?
  4. Alright. It's really late now and I'm getting too tired to think straight, so I'll tackle it when I'm rested. Fewer mistakes that way. I'll look over your post in UT in the morning and work on it then. Thanks again. You have no idea how much I appreciate it. Btw, noticed this in the code when mulling around: ldr r5, =#0x202BE4C mov r4, #0x3D Just out of curiosity, what exactly is the difference between ldr Rd, =# and mov Rd, #? Looking them both up, they both seem to insert a numeric constant into a register. Is there a difference in the way that they do that, or did I mistake what one (or both) of them do?
  5. I'm probably wrong, but I meant that I won't likely see a direct reference to 0x202BEAD in the code (i.e. if I searched that string, I get no results), since they would write it to work for any character. Looking at Burning Gravity's tutorial and assuming his method is based off of the one used in the ROM, what I *should* see (again, I think) a reference to is the string: 0x202BEAD - 0x19 (from Hextator's guide stating that LUK is the 25th byte) - 0x48 (size of each character "slot" in the ROM) = 0x202BE4C ...And, indeed, I get multiple "hits" upon searching, namely at the pointers: - 0x8031716 - 0x803172C - 0x8031756 - 0x803176C - 0x80A5170 - 0x80A5AAE - 0x80A5C64 - 0x80A6474 - 0x84644BA - 0x84644C2 - 0x846458E - 0x84645B4 I get no results searching for 0x202BEAD (Eirika's LUK stat) or 0x202BE94 (first byte; Eirika's portrait).
  6. MAJOR EDIT: By pure "luck" (*ba da tish*), I managed to find the pointer where Eirika's LUK stat is stored! Thank god. And yes, I changed the Hex value and her LUK did change when I ran the ROM back up again, so it's tested and proven (it's 0x202BEAD, btw). However, obviously that pointer won't be referenced, so I'm trying to piece together what pointer IS referenced in the code. Annoying, but at least I have my foot in the door. +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ ASM makes me feel like an idiot, I swear. So reading Burning Gravity's last post, I go and check Hextator's Doc again and find this gem: List of pointers (Too large to post pic) Useful, but there are some things I don't get. For example, looking at the text, I see multiple entries for Eirika: Eirika Palette: 0x88A9D14-0x88A9D34 Not what I'm looking for. Mini Start at 880DA18; Eirika at 88AA334 Chibi artwork? Eirika: 0x88AA524-0x88AB524 Ah! This should be it. Let's take a peek... What the hell?! Why are we doing left shift logic here...there's no reason to multiply anything by 2^#0x0 = 1, is there? Alright, I'm stumped; that seems like the most meaningless code ever. (By the way, this massive series of lsl lines continues for a while) Well, let's try something easier to ease into it, see what I'm doing wrong. Hmm -- ah, here we go! 0x8BE2264 Iron Sword max uses mod (add 0x24 to get to next weapon) And the results?
  7. Mainly because I had no idea where to start from, tbh. So after reading Ch. 74 of the Ultimate Tutorial and at least getting the basic idea down, I think I could handle it. However, there is one thing I still can't find that's keeping me from getting started: Where in the world is the pointer where character data starts in FE8? I see the Ultimate Tutorial gave me it for FE7, but I can't find it for the ROM I'm using. Btw, thank you SO much for your help. I wouldn't have gotten this far without your assistance.
  8. Since I'm new to this, can you (or anybody) give me tips on how to find the reference to the formula? Here's what I've pieced together so far: A) I assume I'm looking for an "ldr" function since you're saying "stores the final value". B) I'd imagine it's located somewhere near the beginning of the code, so around "08010000", since that seems to be around where max HP is formulated according to Hextator. C) From mucking around, I noticed that setting a break at 08018892 caused the ROM to stop on the prologue map before the words "Player Phase" appear, which is when (I would assume) stats such as "CRIT" would be calculated -- obviously, it has to happen after the characters are loaded on to the map but before one can open the menu to view stats. So I think I'm close, but I have no idea of knowing if I truly am.
  9. Not only did I play Shin FE4 before Vanilla FE4, I enjoyed the patch so much I'm too afraid to play Vanilla. I don't even want to see how bad Arden is in Vanilla, because he's the definition of awesome in Shin patch. (And he may or may not have inspired the KoT Patch for FE8 which I had to remake after my hard drive fried)
  10. Can't tell if...bolded word...was intentionally chosen.
  11. Thank you. Something tells me it's going to be a long journey to get it down pat.
  12. I know that this will sound stupid, but how do I go about doing that? More specifically, what do I use to mull around the code; a Hex Editor like HxD? In addition, how will I know when I find a reference to the formulae? I have to assume there's some tool required that I haven't downloaded yet and is necessary for this task.
  13. Yeah, that should do the trick. Thanks. For some reason, I was thinking it'd be in the Class Module, not the Character one.
  14. I'm working on a balancing and revamping patch for FE8, and I'd like to make it so female mounted units have the same AID formula as males. I'd prefer to do this directly, but a method to tag all female units as male for the purposes of changing their AID formula will work as well. I have not been able to find how to do this anywhere on the internet, and I don't see a patch for it (besides the AS hack, but I want to keep CON working the same way it is to maintain the FE8 "feel"). Does anybody know a way to do it? EDIT: On a similar topic, does anybody know how to alter the formula(e) for the LUK stat? I'd like to buff it a bit -- it's a little too weak of a stat as it stands, imo.
  15. I misunderstood your original post. Did as you said, and it worked wonderfully. Working myself into hacking, and I really do appreciate taking the time to help me. :D
  16. What do you think happened, anyways? EDIT: Making ANY change to classes on Nightmare causes the CHECKSUM message -- only the pure, ORIGINAL ROM avoids the CHECKSUM error message. Which means what? I can't edit text after using Nightmare at all?
  17. So, necessary information: Doing a balance hack for FE8; so far, the only thing I've done is used Nightmare to balance class stats, item stats, etc., along with one unit in one chapter (from a fighter to a summoner, purely for testing purposes). I'm changing the class text for the summoner class, but I noticed when I checked the debug screen on FEditor Adv that the CHECKSUM was not right, which was causing my game to crash when I tried to view the summoner text in-game after editing it on FEditor Adv. Looking at an old thread, I managed to fix it manually by using HxD to delete and replace the last four bytes, but the problem still persists. Right now, the debugging screen upon loading of the program is this: HAS A CHECKSUM SET UP METADATA VERSION: 20111222.1 However, when I load the Text Editor program, I get an extra line: class Model.TextArray: not relocated I assume that this is the problem, but I'm not sure what's going on or why it's doing it. If anybody can help me with this, it would be greatly appreciated. So far, the ROM does work, and I have a backup or two; I've been smart enough not to screw around with the ROM, especially in HxD. EDIT: I'm not dumping; I'm simply editing the text, applying the changes, exiting the Editor, and then saving.
  18. Alright, chapter 6 has been done in 4 turns! I can't think of a good way to do it in 3 turns, so I'm fine with how I did. I'll get the strat on it soon enough.
  19. I'm trying to catch up on chapters right now so that I can post my strat, but basically I had to hold out on pulling the boss until turn 3 to make it feasible. I had to position it so that nobody but Freddy killed most of the Wyverns, since he has like 19 DEF, a low chance to be hit, and ORKOs them with an iron sword. I fed MU about 2.5 levels on this map, though. I did go up the right, though. Basically, the reinforcements on turn 3 screw my chances of 4 turning the map, in particular the one that spawns on the southwestern-most fort.
  20. Sorry for the delay! Just had to go to Montana for graduate school interviews and finish up my last days at my current job. Just managed to beat Chapter 5 in 5 turns (no Rescue use). I know it's a bit slower than I wanted, but I don't know if I have the raw power to complete it in 4 turns without SpotPass or Renown items. Also, can somebody link me PKL's lunatic run? I heard she cleared the entire thing in just under 90 turns.
  21. Thanks guys!

    Going on a trip to Montana tomorrow, but I'll be back in about half a week.

    I'll post when I can. ~.o

  22. Tyvm...noted, and favorited for future reference!
  23. Paperblade, since you've done Lunatic already, how common are second seals in this game? I'm trying to do a Lunatic efficiency run, but I don't know how liberal I can be with them.
  24. I know that this sounds like an incredibly stupid question, but since you don't explicitly mention it...when you move MU into the last fighter's range, do you have him chug a vulnerary?
  25. Unless your copy of the game differs from mine, the Longfort is chapter 3. Maybe I'm missing what you're trying to say?
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