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Vennobennu

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Posts posted by Vennobennu

  1. another example would be that i think there's an AI type that starts moving if a unit walks within an enemy's 2-turn movement + attack range, but i can only hypothesize this from observations and don't know if that's actually how the AI type works.

    There is an AI type that does exactly this in fe7 and 8; it's most likely in fe6 too. Which enemies have you seen this behaviour from?

  2. Ah yeah, when the AI is doing the "nearby player units" calculation, it only considers your units' strongest weapons that could hit the AI at its attack position.

    And indeed, one of the starting Gargoyles is set to do nothing with a 50% chance, IS moves in unknowable ways.

  3. The reason for the Gorgon's behavior may be caused by the AI's preference to attack units that are alone and near other enemies - the more units are nearby, the lower priority that target has; and the more enemy units that are near the target, the more likely that target is to be attacked. The Stone AI specifically might go for units with the most HP remaining too.

    Hope that helps.

  4. This lets weapons in FE6 have different WExp values like the other GBA games, by way of a table of WExp values indexed by the item ID.

    Download

    Paste the contents of "Wexp.dmp" to some free space in your ROM at an offset divisible by four.

    The hex 00 80 E0 08 at the end of the file is a pointer to the Wexp table for each weapon in the game.
    Change this to a pointer to wherever you want the Wexp table to go. The (Item ID)th byte in that table
    will correspond to the amount of Weapon Exp the weapon of that ID gives for each hit.

    Paste the following to $255D4:

    00490847 2184E008

    The '2184E008' represents a pointer to the offset that the WExp's code resides at +1. Change this to a pointer
    to wherever you have placed it, +1.

    Finally, make sure to fill out your WExp table with a bunch of 01s to start off.

  5. The exp curve in the gba fire emblems is pretty generous; your exp from defeating an enemy only falls by 3.333... for each level above your opponent you are (and only rises by 3.333... for each level below them you are). Thieves and bosses give a flat 20 and 40 bonus to kill exp received, respectively, which makes it easier for units of any level to keep gaining levels.

    Making the boss/thief bonuses multiplicative instead of additive, and steepening the exp curve in general would help to make super units less viable. Under the hypothetical steeper curve, defeating an enemy 5 levels above you would give you 60 xp, while defeating one 5 levels below you would grant just 3 xp.

  6. i don't think most players find defense maps to be "very easy."

    I'm mostly thinking in terms of comparison to other map types. In FE7, C28 and 28x, for example, are well-known for being tough (even if Jaffar in 28 and the 4 Boltings in 28x make them partly luck-based affairs); defence maps like Talons Alight, Unfulfilled Heart and sands of time just aren't on the radar compared. Pirate Ship and Merlinus's chapter are rougher since most of your units aren't very strong at the time, but they're still not too hard to get through.

    Or maybe I'm just underselling them because I know now how to trivialize them.

  7. Mounted units being good at everything is in part due to their having good stats all around and multiple weapon types on top of movement +canto. Also IS defense maps are usually very easy to win to begin with.

    There aren't many games in which cavaliers have significantly lower stats than their dismounted counterparts. Alec/Noish in Fe4 are only usable thanks to their class. Maybe Fe12 on the higher difficulties too. But usually they're as good or better at combat as foot units and gain xp at the same rate. If more cavs had mediocre stats, and simply couldn't do some things, combat-wise, that most foot units could, they wouldn't be too overpowered, I think

  8. It depends on the AI of both the damaged enemy and the Priest. Normally, an AI with a healing staff will only heal a target if that target's AI determines that it needs healing - the threshold for 'needs it' varies between 0% and 80% HP, remaining, but is usually either 50% or 30%.

    Some healers, depending on their own AI settings, will heal allies who have less than 50% HP remaining regardless of their target's AI.

  9. I guess that flame scroll would be good for killing Knights? 30 hit makes me recoil internally haha.

    your hack seems cool, I'm impressed by how much you've managed to add to the engine. will definitely try it out when it is released.

  10. If you want that level check to account for promoted status, paste this hex to some region of free space (the offset must be 4- aligned/ a multiple of 4 however):

    30 B5 00 25 01 24 20 1C 18 4A FF 21 01 40 89 00 89 18 08 68 02 1C 00 2A 1C D0 13 68 00 2B 19 D0 D0 68 04 21 08 40 00 28 14 D1 19 79 48 1E 00 06 00 0E 01 28 01 D9 2D 29 0C D1 53 68 9B 6A 80 20 40 00 18 40 00 28 00 D0 14 35 08 20 10 56 28 18 00 04 05 0C 01 34 3F 2C D5 DD 31 2D 01 D8 00 20 00 E0 01 20 30 BC 02 BC 08 47 00 00 B0 2E B9 08
    

    Then in chapter 23 and 23x's ending events, replace IFAF 0x7 0x7D369 with IFAF 0x7 (offset you pasted code to)+1. This routine will add 20 the lord's calculated levels if they're promoted.

  11. In order:

    fire emblem: the first one

    fire emblem gaiden: the other nes one

    fire emblem 3: the re-sequel

    fire emblem 4: the big one

    bsfe: the one nobody played

    fire emblem 5: released on the snes in 1999. that's like after super mario 64. wtf

    fire emblem 6: fire emblem 1 with seasoning

    fire emblem: elibian nights

    fire emblem 8: the best one

    fire emblem 9: the motionless picture

    fire emblem 10: well last time your pc started as a not-lord then became a lord. now you start with a not-lord and then switch to a lord. you can really see the technical leap here

    fire emblem 11: the first one was so good we decided to remake it three times lol

    12: fire emblem, as directed by fanfiction.net

    fire emblem: awakening from game design.

    as you can see this is a clear and unambiguous naming system that i hope to see everyone using in the future. god bless.

  12. At 0x2C474, you'll see 01 28 0D D0.

    Change that to 00 00 00 00.

    When I was looking for the section of code that dealt with the mode coefficient, I did so by locating the section of code that read the enemy's relative class power. From the calculation page for Sacred Stones, we know that the enemy's class power and the mode coefficient only come into play if the enemy is defeated.

    So, using the no$gba debugger, I went into the Prologue chapter and set a break on read on the Fighter's class power in the ROM and attacked one of those Fighters with Seth. The debugger broke (ie paused emulation) on 0x23CA0, part of a subroutine that calculates the enemy's effective level for experience game.

    From there, I was able to look forwards and backwards within the routine to find a section of code that checks your mode byte. If your mode byte was equal to 1 - which corresponds to the section of game before the route split - the game would use an alternate routine that cut your calculated level in half for the purposes of experience gain. By zeroing out this check at 0x2C474, the game will always use the normal routine.

    Of course, if you know that the game checks your mode byte and you know where the mode byte is in memory (0x0202BD0B by the way) you could just search directly for that byte being read during combat. I didn't know this at the time, so I used a more indirect method.

  13. Anyway, the NMM is bare bones but it'll allow someone to search for patterns if they want. Right now we can't actually test anything so not only is it hard to find anything but there isn't much fun in it since we can't like, unlock exclusive weapons or make non-forgeable weapons forgeable or something (I have a feeling the bytes that control those things would be in the item data). XP

    Items in Fe12 do have flags that control character/class locks and whether or not they can be forged (and a flag that controls whether the item shows up as already forged, amusingly enough), so it's a decent bet that FE13's items work the same way.

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