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Found 3 results

  1. I was playing Fire Emblem 7, and I decided to make the Mani Katti indestructible (because c'mon, it's a legendary sword, why can it break?) so I used the Nightmare editor to make it indestructible. I didn't change any other values whatsoever. But when I went back to my game, the Mani Katti was shown as unbreakable (with the durability as --/--) however, Lyn can not equip the sword now. I don't know why this is, and if somebody knows what I did/how I can fix it, that would be appreciated. katti1.tiff katti2.tiff Edit: I changed the weapon prof of the blade to E, but this didn't help. Will change back.
  2. Hello. I wanted to figure out how the game determines what item slot a character has equipped for various reasons. Usually slot one, but the unit could have an item in slot one and weapon in slot two, or be unequipped. SURE, I could write my own, but first off, I want to see how the game does it, and second off, it's easier just to write a bl call. Okay, so I set out debugging FE7. I figured that equipping is vital to attacking, so I checked docs for battle routines, and the closest I came to actually determining equipped item is in Nintenlord's "pre battle.txt" which tells me that byte 0x48 after 0203A3F0 will contain "Equipped item after battle"(and also 0x4A for "Eqipped item pre battle"). So I set my debugger to auto-break after detecting a write to 0203A43A, and I played around a bit. It does indeed pause when I go to the pre-battle screen, when I press R over a unit and when I go into the items menu(and for that matter, it re-updates when I scroll around on item menus). Most importantly, it does seem to contain the equipped item. So analyzed the code that was editing it, and moved up a little bit and found (at 08028806) a ldrh r0, [r0], which always loads the correct item ID, meaning if I could find how the game generated the r0 pointer, that would be the pointer to the slot of the correctly equip-able item. My debugger reports r0 as being 0203A40E, whis is by nintenlord's notes the item 1 slot. So then in turn I tried to figure out how the computer gets the correct equip in that slot (It correctly loads the items if I stick a vulnerary in slot 1, although it does trip up if there are no equip-able items, though I can probably look at writes to 0203A43A with no equips to see how it determines that.) (Now that I type that maybe that's an indication that I still have yet to find the exact routine that checks for that). So I set my debugger again to stop when that byte was edited... and I came across a subroutine that I realized copies data from one section of the RAM to another (It's at 090BFFC2). Oh great. After running a few times, it doesn't always use the same source ram(though it is always in the 3000000s, the quickly-accessible RAM). So uh, I still need to find the subroutine, and does anyone want to guide me on how to proceed from here? I'm really at a loss.
  3. Hey there everyone it is me again Well I`ve halfway good news i finally learned how to use nightmare sorta i am still confused about some stuff but most is going well. Now the question i have come with today is does anyone have a more complete player weapon editor? similar to the 1st gen character editor? As what I noticed even in the shop editors is where are the enemy exclusive weapons and items? they are supposed to be there I need an editor that allows me to place enemy only weapons into player character item slots. As the hack I am making will be centered around Holy Blood and Holy weapons.
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