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Found 6 results

  1. I'm trying to create an item that grants a temporary +6 to Str/Mag/Spd at the cost of 13 damage and 13 max HP. How much assembly knowledge is required, if any? Has anyone done something like this before? Below are a breakdowns my goals for the item. Main goals: Secondary Goals: Alternatives Goals: Many Thanks!
  2. I have absolutely no idea how to use this thing. I'm making a hack in which almost everything and everyone uses magic so I wanted to add some magic items with low durability and accuracy bit high power. Here's an example: Dandelion Uses:5 Mt:8 Hit%:65 Weight:1 Critical%:5 Range:1 Animation:Excalibur Weapon Rank:E But...I literally don't know what does what in this module, if someone can guide me step-by-step to turning the Emblem Sword into this thing I'll gladly listen to them. UPDATE: Thank you everyone for helping me out, with some experimenting and reading I managed to make the Dandelion work properly. Now how do I tag this as answered?
  3. 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.
  4. Just wondering, but does anyone name items for fun, (Or Streetpass) And if you do, what do you name your items (sets of items are better)? [spoiler=Rando' Screenshot] Ok, I'm missing a few commands to copy Bravely Default... And I thought "Abilities" were "Skills". Oh well.
  5. Basically, I'm redoing my FE8 Random Reclass... And I wanted to know: how can I add a promo item for the monsters? (And, is it possible w/o assembly..)
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