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Found 7 results

  1. Hi everybody! Didn't see a topic for the MHB map yet, so here it is! - - - - - - - - - - - - Abyssal map: - - - - - - - - - - - - Abyssal enemy stats & skills:
  2. Hey, I haven't been able to find a complete list anywhere about where each game stands on having ambush spawns. I was wondering if anyone could help me fill in the blanks on the following list. Note that I'm using the following terms: NA: No Ambush. In these games or game modes, there is always a full player phase between when reinforcements spawn and when they can act. SA: Semi Ambush. Refers to instances where certain game flags cause enemies to spawn in the middle of the player's turn, giving them the rest of their turn to react, however many units they're lucky enough to still be able to use. FA: Full Ambush. Refers to instances where reinforcements spawn on the enemy phase and then can immediately move, with no time for the player to respond. From what I know/remember: FE1: FA. FE2: NA, with the exception of FA for the first turn when you get ambushed on the world map when enemy troops move onto your space. This generally doesn't let them reach your units, but not always. FE3: FA. FE4: FA, though only at specific predictable story flags or when battalions are resupplied from castles. It never happens out of nowhere as a genuine "ambush". FE5: FA FE6: FA FE7: FA in early chapters, NA later FE8: NA. FE9: Mostly NA, with some FA in certain chapters, namely with the Black Knight. FE10: NA on all difficulties, with one instance of FA far from the player on the first turn of 3-3. FE11: NA on normal, FA on all higher difficulties. FE12: NA on normal, FA on all higher difficulties. FE13: NA on normal. FA on all higher difficulties. FE14: NA, with some instances of SA on a few levels of Birthright and several in Revelation, and one instance of FA with Xander's troops in Chapter 12 of Birthright (it's nearly impossible for them to reach you on that turn, but it qualifies). Conquest is entirely NA. FE15: NA, with the exception of FA for the first turn when you get ambushed on the world map when enemy troops move onto your space. This generally doesn't let them reach your units, but not always. FE16: SA in several chapters, FA on Maddening, FA on all difficulties for some reinforcements in the chapter where you fight Sylvain's brother, possibly others. Can anyone make any corrections or fill in the blanks?
  3. I was wondering what exactly are the reinforcements and the overall map at the "Creation" battle, It would be super helpful, I haven't seen the full map or reinforcements anywhere.
  4. "Alright, so the boss is dead, Marth just needs to get to the throne, no enemies are left..." "Viking arrived!" "WHAT? Reinforcements?! But the boss is- Oh, 28% chance to hit, I should be ok." *attack hits* Malliesia fell! "NOOOOOOO!!! WHY! WHY? WHY?! I HAVE TO RESTART THE CHAPTER? AGAIN? NOOO!!" *starts sobbing to myself* And now I've experienced ambush reinforcements ruining my day. Just another experience on the Fire Emblem way. *sighs* I'll clear you yet, 2-4! Just so long as Ogma doesn't drop first.
  5. So I've been messing around a bit with FE8 lately (started messing around with Nightmare a few months back and it's since turned into a full on rebalance/difficulty mod) and I've run into a bit of a roadblock here. I can't seem to get my reinforcement events working properly and I'm honestly not sure what it is that I'm missing. These are my events currently [spoiler=C2 Events] //////////////////////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 9.10.4713.28131 // // Game: FE8 // // File: 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan).gba // // Offset: $9E8934 // // // //////////////////////////////////////////////////////////////////// ORG $591F40 label25: EVBIT_MODIFY 0x1 EVBIT_F 0x2 CHECK_EVBIT 0x8 BEQ 0x0 0xC 0x0 FADU 16 LABEL 0x0 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $591F64 and the new ending offset is CURRENTOFFSET ORG $592104 label24: EVBIT_MODIFY 0x4 ASMC 0x85375 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $592114 and the new ending offset is CURRENTOFFSET ORG $B2F1C0 Units1: UNIT 0x1 0x2 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4244 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [0,0] 0b 0x0 0x1 0x8B424C [0x1,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4254 [0x1,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [0,0] 0b 0x0 0x1 0x8B425C [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x18 [1,0] 0b 0x0 0x1 0x8B4264 [0x4B,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label29: UNIT 0x8E 0x41 0x0 0x1D [9,14] 0b 0x0 0x1 0x8B426C [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT 0x8E 0x19 0x0 0xD [14,7] 0b 0x0 0x1 0x8B4274 [0x2D,0x0,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x47 0x41 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B427C [0x1F,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [6,10] 10b 0x0 0x1 0x8B4284 [0x1F,0x6C,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [7,14] 0b 0x0 0x1 0x8B428C [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8E 0x41 0x0 0x15 [14,7] 0b 0x0 0x1 0x8B4294 [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT label34://NEW UNIT 0x8E 0xF 0x0 0x1D [6,10] 0b 0x0 0x1 merc [0x3,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x8E 0x46 0x0 0x1D [14,7] 0b 0x0 0x1 bard [0x2,0x0,0x0,0x0] [0x0,0x5,0x9,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B43D0 and the new ending offset is CURRENTOFFSET ORG $EFBB20//NEW c2rein1: UNIT 0x7F 0x5 0x0 0x2D [0,14] 0b 0x0 0x1 cavboss [0x16,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x80 0x5 0x0 0x1D [0,14] 0b 0x0 0x1 cavgrunt [0x14,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x80 0x4B 0x0 0x1D [0,14] 0b 0x0 0x1 trouba [0x4E,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT ORG $EFBB90//NEW merc: REDA [7,10] 0x0 0x0 0x0 0x0 bard: REDA [14,8] 0x0 0x0 0x0 0x0 cavboss: REDA [3,14] 0x0 0x0 0x0 0x0 cavgrunt: REDA [2,14] 0x0 0x0 0x0 0x0 trouba: REDA [1,14] 0x0 0x0 0x0 0x0 ORG $8B440C label28: UNIT 0x6 0x48 0x0 0x8 [0,1] 0b 0x0 0x1 0x8B429C [0x15,0x1C,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT label32: UNIT 0x7 0x3D 0x0 0xA [11,2] 0b 0x0 0x1 0x8B42A4 [0x2C,0x6C,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0xA 0x3F 0x0 0x22 [11,2] 0b 0x0 0x1 0x8B42AC [0x1F,0x28,0x6C,0x0] [0x0,0x3,0x0,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B4470 and the new ending offset is CURRENTOFFSET ORG $8B44AC label30: UNIT 0x48 0x41 0x0 0x35 [14,8] 0b 0x0 0x1 0x8B42C4 [0x20,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $8B44D4 and the new ending offset is CURRENTOFFSET ORG $B2FB20 TurnBasedEvents: TURN 0x0 label15 [1,0] 0x0 TURN 0x0 label16 [2,0] 0x0 TURN 0x0 label17 [3,0] 0x0 TURN 0x0 reinf01 [3,0] 0x0 END_MAIN CharacterBasedEvents: CHAR 0x7 label18 [0x1,0x7] 0x0 CHAR 0x8 label19 [0x7,0xA] 0x0 END_MAIN LocationBasedEvents: VILL 0x9 label20 [4,2] 0x10 LOCA 0x9 [4,1] 0x20 VILL 0xA label21 [7,2] 0x10 LOCA 0xA [7,1] 0x20 VILL 0xB label22 [1,12] 0x10 LOCA 0xB [1,11] 0x20 SHOP 0x0 label23 [5,7] 0x16 END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x6 AFEV 0x0 label24 0x65 END_MAIN Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: WORD 0x89F0808 0x89F0880 0x89F08E0 0x89F0910 WORD 0x89F096C 0x89F09C8 0x89F09D8 0x89F0A28 WORD 0x89F0AA0 0x89F0B00 0x89F0CCC 0x89F0D48 WORD 0x89F0DA8 0x89F0DB8 0x89F0E14 0x89F0E70 WORD 0x89F0E80 0x89F0ED4 0x89F0F54 0x89F0F74 WORD 0x89F0FA4 0x89F0B10 0x89F0B68 0x89F0BE0 WORD 0x89F0C40 0x89F0C70 0x89F1028 0x89F10A4 WORD 0x89F1104 0x89F1134 END_MAIN PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9E8984 and the new ending offset is CURRENTOFFSET ORG $9ED7CC label23: SHLI 0x2 0x1 0x15 0x14 0x1F //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9ED7D8 and the new ending offset is CURRENTOFFSET ORG $9ED9AC Traps1: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9ED9AD and the new ending offset is CURRENTOFFSET ORG $9EDE9D Traps2: ENDTRAP //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EDE9E and the new ending offset is CURRENTOFFSET ORG $9EE0C0 label33: CHECK_TUTORIAL BEQ 0x0 0xC 0x0 TUTORIAL_CALL LABEL 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE0DC and the new ending offset is CURRENTOFFSET ORG $9EE274 label36: EVBIT_MODIFY 0x4 CALL label25 EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE29C and the new ending offset is CURRENTOFFSET ORG $9EE2C4 label27: CHECK_EVBIT 0x8 BNE 0x80BD 0xC 0x0 FADI 16 LABEL 0x80BD TEXTSTART CLEAN FADU 16 ENDA label26: CHECK_EVBIT 0x8 BNE 0x80D2 0xC 0x0 FADI 16 LABEL 0x80D2 REMOVEPORTRAITS BACG 0xFFFF FADU 16 ENDA label31: CALL label26 SADD 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label27 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE330 and the new ending offset is CURRENTOFFSET ORG $9EE4A0 label34: CHECK_EXISTS 0xFFFD BEQ 0x0 0xC 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x1 0xC 0x1 CUSA 0xFFFD GOTO 0x1 LABEL 0x0 _0x3240 0xFFFD 0x0 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x1 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE4F8 and the new ending offset is CURRENTOFFSET ORG $9EE5BC label35: CHECK_EXISTS 0xFFFD BNE 0x0 0xC 0x0 _0x3240 0xFFFD 0x0 REMU 0xFFFD GOTO 0x1 LABEL 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x2 0xC 0x1 CUSA 0xFFFD LABEL 0x1 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x2 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9EE61C and the new ending offset is CURRENTOFFSET ORG $B2F330 BeginningScene: MUSC 0x24 SVAL 0x2 0x18 CALL label26 TEXTSHOW 0x954 TEXTEND REMA FADI 16 CLEAN FADU 16 LOAD1 0x1 label28 ENUN MUSCMID 0x7FFF LOAD1 0x1 label29 ENUN LOAD1 0x1 label30 ENUN STAL2 0x3C MUSC 0x1A CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x955 TEXTEND REMA MOVE 0x18 0x48 [14,9] ENUN DISA 0x48 CUMO [12,3] STAL 60 CURE MUSC 0x25 SVAL 0x2 0x2 SVAL 0x3 0x956 CALL label31 CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x957 TEXTEND REMA MOVE 0x18 0x47 [9,14] ENUN SVAL 0xB 0x5000C MOVE 0x0 0xFFFE [12,3] ENUN SOUN 0xAB SVAL 0xB 0x2000C TILECHANGE 0xFFFF SOUN 0x5C NOTIFY 0x12 0x0 0x0 LOAD1 0x1 label32 ENUN SVAL 0x1 0x5 SET_HP 0x7 CUMO 0x7 STAL 60 CURE SVAL 0x2 0x1D SVAL 0x3 0x958 CALL label31 SVAL 0x2 0x89F0790 CALL label33 LOAD1 0x0 Units1 ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x959 TEXTEND REMA MOVE 0x18 0x6 [2,3] ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x95A TEXTEND REMA SVAL 0x2 0x89F07B0 CALL label33 CUMO 0x5 STAL 60 CURE TEXTSTART TEXTSHOW 0x95B TEXTEND REMA MOVE 0x18 0x6 [6,3] ENUN EVBIT_T 0x7 LOAD1 0x1 label34//NEW ENUN ENDA label15: SVAL 0x2 0x89F07D0 CALL label33 EVBIT_T 0x7 ENDA label16: SVAL 0x2 0x89F0C98 CALL label33 EVBIT_T 0x7 ENDA EndingScene: MUSC 0x31 CHECK_ALIVE 0xA BEQ 0x0 0xC 0x0 CHECK_ALIVE 0x7 BEQ 0x0 0xC 0x0 SVAL 0x2 0x1D CALL label26 TEXTSHOW 0x962 TEXTEND REMA FADI 16 SVAL 0x2 0xA CALL label34 SVAL 0x2 0x7 CALL label34 LABEL 0x0 SVAL 0x2 0x4 CALL label26 TEXTSHOW 0x963 TEXTEND FADI 4 MUSCSLOW 0x7FFF REMA REMOVEPORTRAITS BACG 0x20 FADU 2 TEXTSHOW 0x964 TEXTEND FAWI 2 REMA BACG 0x16 FAWU 2 MUSC 0x52 BROWNBOXTEXT 0x211 [8,8] TEXTSHOW 0x965 TEXTEND FAWI 2 _0x1328 0x7FFF REMA BACG 0x20 FAWU 2 _0x1328 0x4A TEXTSHOW 0x966 TEXTEND REMA FADI 16 ENUT 0xD0 ENUT 0xE8 ENUT 0xBC ENUT 0xB8 ENUT 0xC5 ENUT 0xB8 ENUT 0xC0 ENUT 0xC4 ENUT 0xCA ENUT 0xDE ENUT 0xDA ENUT 0xCB MNCH 0x3 SVAL 0x2 0x7 CALL label35 SVAL 0x2 0xA CALL label35 ENDA label18: MUSS 0x30 STAL 33 STORETOSOMETHING 0x0 TEXTSTART TEXTSHOW 0x967 TEXTEND REMA MURE 0x2 CUSA 0x7 EVBIT_T 0x7 ENDA label19: MUSS 0x30 STAL 33 TEXTSTART TEXTSHOW 0x968 TEXTEND REMA MURE 0x2 CUSA 0xA EVBIT_T 0x7 ENDA label20: STORETOSOMETHING 0x0 CHECK_ACTIVE SVAL 0x1 0x1 BNE 0x0 0xC 0x1 MUNO SVAL 0x2 0x2 SVAL 0x3 0x969 CALL label31 MUSI GOTO 0x1 LABEL 0x0 MUNO SVAL 0x2 0x2 SVAL 0x3 0x96A CALL label31 MUSI LABEL 0x1 CALL label25 SVAL 0x3 0x76 GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label21: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96B CALL label31 MUSI CALL label25 SVAL 0x3 0x6D GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label22: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96C CALL label31 MUSI CALL label25 SVAL 0x3 0x6E GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label17: SVAL 0x2 0x88B4470 CALL label36 SVAL 0x2 0x89F1154 CALL label33 EVBIT_T 0x7 ENDA reinf01://NEW SVAL 0x2 c2rein1 CALL labelB EVBIT_T 0x7 ENDA labelB://NEW EVBIT_MODIFY 0x4 CALL labelC EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA labelC://NEW EVBIT_MODIFY 0x1 EVBIT_F 0x2 CHECK_EVBIT 0x8 BEQ 0x0 0xC 0x0 FADU 16 LABEL 0x0 EVBIT_MODIFY 0x0 ENDA //The next line is for re-assembling purposes. Do not delete! MESSAGE Original ending offset is $9F0770 and the new ending offset is CURRENTOFFSET I'm sure I'm just missing something simple, but I'm all out of ideas. When I insert the file with EA it finishes with no errors, but when I load chapter 2 in-game, only the default enemies load. It's as if the game doesn't see the new events I've inserted at all. Interestingly enough, the code works fine when I remove any added reinforcement events, so I know it must be somehow related. I'm still relatively new to the whole hacking process, so I was hoping someone more experienced might be able to see the problem. Any help is appreciated EDIT After spending a few hours starting from scratch (that first code is a mess haha) I figured out that the most likely offender in the original was POIN TurnBasedEvents. After repointing my TurnBasedEvents, and using a simple LOAD1 instead of using traditional FE8 reinforcement codes, I have the chapter playing smoothly. HOWEVER, at the end of the chapter, the game just hangs after the convo with Garcia and Ross. [spoiler=C2 v2] //////////////////////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 9.10.4713.28131 // // Game: FE8 // // File: 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan).gba // // Offset: $9E8934 // // // //////////////////////////////////////////////////////////////////// ORG $B2F1C0 PointerList: POIN c2rein POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene label25: EVBIT_MODIFY 0x1 EVBIT_F 0x2 CHECK_EVBIT 0x8 BEQ 0x0 0xC 0x0 FADU 16 LABEL 0x0 EVBIT_MODIFY 0x0 ENDA label24: EVBIT_MODIFY 0x4 ASMC 0x85375 ENDA Units1: UNIT 0x1 0x2 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4244 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [0,0] 0b 0x0 0x1 0x8B424C [0x1,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4254 [0x1,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [0,0] 0b 0x0 0x1 0x8B425C [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x18 [1,0] 0b 0x0 0x1 0x8B4264 [0x4B,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label29: UNIT 0x8E 0x41 0x0 0x1D [9,14] 0b 0x0 0x1 0x8B426C [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT 0x8E 0x19 0x0 0xD [14,7] 0b 0x0 0x1 0x8B4274 [0x2D,0x0,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x47 0x41 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B427C [0x1F,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [6,10] 10b 0x0 0x1 0x8B4284 [0x1F,0x6C,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [7,14] 0b 0x0 0x1 0x8B428C [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8E 0x41 0x0 0x15 [14,7] 0b 0x0 0x1 0x8B4294 [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT label34: UNIT 0x8E 0xF 0x0 0x1D [6,10] 0b 0x0 0x1 merc [0x3,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x8E 0x46 0x0 0x1D [14,7] 0b 0x0 0x1 bard [0x2,0x0,0x0,0x0] [0x0,0x5,0x9,0x0] UNIT reinforce: UNIT 0x7F 0x5 0x0 0x2D [0,14] 0b 0x0 0x1 cavboss [0x16,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT 0x80 0x5 0x0 0x1D [0,14] 0b 0x0 0x1 cavgrunt [0x14,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT 0x80 0x4B 0x0 0x1D [0,14] 0b 0x0 0x1 trouba [0x4E,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT merc: REDA [7,10] 0x0 0x0 0x0 0x0 bard: REDA [14,8] 0x0 0x0 0x0 0x0 cavboss: REDA [3,14] 0x0 0x0 0x0 0x0 cavgrunt: REDA [2,14] 0x0 0x0 0x0 0x0 trouba: REDA [1,14] 0x0 0x0 0x0 0x0 label28: UNIT 0x6 0x48 0x0 0x8 [0,1] 0b 0x0 0x1 0x8B429C [0x15,0x1C,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT label32: UNIT 0x7 0x3D 0x0 0xA [11,2] 0b 0x0 0x1 0x8B42A4 [0x2C,0x6C,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0xA 0x3F 0x0 0x22 [11,2] 0b 0x0 0x1 0x8B42AC [0x1F,0x28,0x6C,0x0] [0x0,0x3,0x0,0x0] UNIT label30: UNIT 0x48 0x41 0x0 0x35 [14,8] 0b 0x0 0x1 0x8B42C4 [0x20,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT c2rein: TURN 0x0 label15 [1,0] 0x0 TURN 0x0 label16 [2,0] 0x0 TURN 0x0 label17 [3,0] 0x0 TURN 0x0 reinforceevent [3,0] 0x0 END_MAIN CharacterBasedEvents: CHAR 0x7 label18 [0x1,0x7] 0x0 CHAR 0x8 label19 [0x7,0xA] 0x0 END_MAIN LocationBasedEvents: VILL 0x9 label20 [4,2] 0x10 LOCA 0x9 [4,1] 0x20 VILL 0xA label21 [7,2] 0x10 LOCA 0xA [7,1] 0x20 VILL 0xB label22 [1,12] 0x10 LOCA 0xB [1,11] 0x20 SHOP 0x0 label23 [5,7] 0x16 END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x6 AFEV 0x0 label24 0x65 END_MAIN Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: WORD 0x89F0808 0x89F0880 0x89F08E0 0x89F0910 WORD 0x89F096C 0x89F09C8 0x89F09D8 0x89F0A28 WORD 0x89F0AA0 0x89F0B00 0x89F0CCC 0x89F0D48 WORD 0x89F0DA8 0x89F0DB8 0x89F0E14 0x89F0E70 WORD 0x89F0E80 0x89F0ED4 0x89F0F54 0x89F0F74 WORD 0x89F0FA4 0x89F0B10 0x89F0B68 0x89F0BE0 WORD 0x89F0C40 0x89F0C70 0x89F1028 0x89F10A4 WORD 0x89F1104 0x89F1134 END_MAIN label23: SHLI 0x2 0x1 0x15 0x14 0x1F label33: CHECK_TUTORIAL BEQ 0x0 0xC 0x0 TUTORIAL_CALL LABEL 0x0 ENDA label36: EVBIT_MODIFY 0x4 CALL label25 EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA label27: CHECK_EVBIT 0x8 BNE 0x80BD 0xC 0x0 FADI 16 LABEL 0x80BD TEXTSTART CLEAN FADU 16 ENDA label26: CHECK_EVBIT 0x8 BNE 0x80D2 0xC 0x0 FADI 16 LABEL 0x80D2 REMOVEPORTRAITS BACG 0xFFFF FADU 16 ENDA label31: CALL label26 SADD 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label27 ENDA label34: CHECK_EXISTS 0xFFFD BEQ 0x0 0xC 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x1 0xC 0x1 CUSA 0xFFFD GOTO 0x1 LABEL 0x0 _0x3240 0xFFFD 0x0 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x1 ENDA label35: CHECK_EXISTS 0xFFFD BNE 0x0 0xC 0x0 _0x3240 0xFFFD 0x0 REMU 0xFFFD GOTO 0x1 LABEL 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x2 0xC 0x1 CUSA 0xFFFD LABEL 0x1 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x2 ENDA BeginningScene: MUSC 0x24 SVAL 0x2 0x18 CALL label26 TEXTSHOW 0x954 TEXTEND REMA FADI 16 CLEAN FADU 16 LOAD1 0x1 label28 ENUN MUSCMID 0x7FFF LOAD1 0x1 label29 ENUN LOAD1 0x1 label30 ENUN STAL2 0x3C MUSC 0x1A CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x955 TEXTEND REMA MOVE 0x18 0x48 [14,9] ENUN DISA 0x48 CUMO [12,3] STAL 60 CURE MUSC 0x25 SVAL 0x2 0x2 SVAL 0x3 0x956 CALL label31 CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x957 TEXTEND REMA MOVE 0x18 0x47 [9,14] ENUN SVAL 0xB 0x5000C MOVE 0x0 0xFFFE [12,3] ENUN SOUN 0xAB SVAL 0xB 0x2000C TILECHANGE 0xFFFF SOUN 0x5C NOTIFY 0x12 0x0 0x0 LOAD1 0x1 label32 ENUN SVAL 0x1 0x5 SET_HP 0x7 CUMO 0x7 STAL 60 CURE SVAL 0x2 0x1D SVAL 0x3 0x958 CALL label31 SVAL 0x2 0x89F0790 CALL label33 LOAD1 0x0 Units1 ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x959 TEXTEND REMA MOVE 0x18 0x6 [2,3] ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x95A TEXTEND REMA SVAL 0x2 0x89F07B0 CALL label33 CUMO 0x5 STAL 60 CURE TEXTSTART TEXTSHOW 0x95B TEXTEND REMA MOVE 0x18 0x6 [6,3] ENUN EVBIT_T 0x7 LOAD1 0x1 label34 ENUN ENDA label15: SVAL 0x2 0x89F07D0 CALL label33 EVBIT_T 0x7 ENDA label16: SVAL 0x2 0x89F0C98 CALL label33 EVBIT_T 0x7 ENDA EndingScene: MUSC 0x31 CHECK_ALIVE 0xA BEQ 0x0 0xC 0x0 CHECK_ALIVE 0x7 BEQ 0x0 0xC 0x0 SVAL 0x2 0x1D CALL label26 TEXTSHOW 0x962 TEXTEND REMA FADI 16 SVAL 0x2 0xA CALL label34 SVAL 0x2 0x7 CALL label34 LABEL 0x0 SVAL 0x2 0x4 CALL label26 TEXTSHOW 0x963 TEXTEND FADI 4 MUSCSLOW 0x7FFF REMA REMOVEPORTRAITS BACG 0x20 FADU 2 TEXTSHOW 0x964 TEXTEND FAWI 2 REMA BACG 0x16 FAWU 2 MUSC 0x52 BROWNBOXTEXT 0x211 [8,8] TEXTSHOW 0x965 TEXTEND FAWI 2 _0x1328 0x7FFF REMA BACG 0x20 FAWU 2 _0x1328 0x4A TEXTSHOW 0x966 TEXTEND REMA FADI 16 ENUT 0xD0 ENUT 0xE8 ENUT 0xBC ENUT 0xB8 ENUT 0xC5 ENUT 0xB8 ENUT 0xC0 ENUT 0xC4 ENUT 0xCA ENUT 0xDE ENUT 0xDA ENUT 0xCB MNCH 0x3 SVAL 0x2 0x7 CALL label35 SVAL 0x2 0xA CALL label35 ENDA label18: MUSS 0x30 STAL 33 STORETOSOMETHING 0x0 TEXTSTART TEXTSHOW 0x967 TEXTEND REMA MURE 0x2 CUSA 0x7 EVBIT_T 0x7 ENDA label19: MUSS 0x30 STAL 33 TEXTSTART TEXTSHOW 0x968 TEXTEND REMA MURE 0x2 CUSA 0xA EVBIT_T 0x7 ENDA label20: STORETOSOMETHING 0x0 CHECK_ACTIVE SVAL 0x1 0x1 BNE 0x0 0xC 0x1 MUNO SVAL 0x2 0x2 SVAL 0x3 0x969 CALL label31 MUSI GOTO 0x1 LABEL 0x0 MUNO SVAL 0x2 0x2 SVAL 0x3 0x96A CALL label31 MUSI LABEL 0x1 CALL label25 SVAL 0x3 0x76 GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label21: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96B CALL label31 MUSI CALL label25 SVAL 0x3 0x6D GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label22: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96C CALL label31 MUSI CALL label25 SVAL 0x3 0x6E GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label17: SVAL 0x2 0x88B4470 CALL label36 SVAL 0x2 0x89F1154 CALL label33 EVBIT_T 0x7 ENDA reinforceevent: CAM1 [3,10] LOAD1 0x0 reinforce EVBIT_T 0x7 ENUN ENDA Traps1: ENDTRAP Traps2: ENDTRAP EDIT2: Got it :D Here's the winner, in case anyone else is having this problem [spoiler=C2 Final] //////////////////////////////////////////////////////////////////// // // // Disassembled with Nintenlord's Event Assembler // // Version: 9.10.4713.28131 // // Game: FE8 // // File: 1997 - Fire Emblem - The Sacred Stones (U)(TrashMan).gba // // Offset: $9E8934 // // // //////////////////////////////////////////////////////////////////// ORG $B2F1C0 PointerList: POIN TurnBasedEvents POIN CharacterBasedEvents POIN LocationBasedEvents POIN MiscBasedEvents POIN Dunno1 Dunno2 Dunno3 Tutorial POIN Traps1 Traps2 POIN Units1 Units1 POIN $0 $0 $0 POIN $0 $0 $0 POIN BeginningScene EndingScene label25: EVBIT_MODIFY 0x1 EVBIT_F 0x2 CHECK_EVBIT 0x8 BEQ 0x0 0xC 0x0 FADU 16 LABEL 0x0 EVBIT_MODIFY 0x0 ENDA label24: EVBIT_MODIFY 0x4 ASMC 0x85375 ENDA Units1: UNIT 0x1 0x2 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4244 [0x9,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x2 0x7 0x0 0x8 [0,0] 0b 0x0 0x1 0x8B424C [0x1,0x17,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT 0x4 0x5 0x0 0x8 [1,0] 0b 0x0 0x1 0x8B4254 [0x1,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x3 0x9 0x0 0x28 [0,0] 0b 0x0 0x1 0x8B425C [0x14,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT 0x5 0x45 0x0 0x18 [1,0] 0b 0x0 0x1 0x8B4264 [0x4B,0x6C,0x0,0x0] [0x0,0x0,0x0,0x0] UNIT label29: UNIT 0x8E 0x41 0x0 0x1D [9,14] 0b 0x0 0x1 0x8B426C [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT 0x8E 0x19 0x0 0xD [14,7] 0b 0x0 0x1 0x8B4274 [0x2D,0x0,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x47 0x41 0x0 0x24 [14,8] 0b 0x0 0x1 0x8B427C [0x1F,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [6,10] 10b 0x0 0x1 0x8B4284 [0x1F,0x6C,0x0,0x0] [0x0,0x12,0x9,0x0] UNIT 0x8E 0x41 0x0 0x1D [7,14] 0b 0x0 0x1 0x8B428C [0x1F,0x0,0x0,0x0] [0x0,0x0,0x9,0x0] UNIT 0x8E 0x41 0x0 0x15 [14,7] 0b 0x0 0x1 0x8B4294 [0x1F,0x0,0x0,0x0] [0x0,0x11,0x9,0x0] UNIT newunits: UNIT 0x8E 0xF 0x0 0x1D [6,10] 0b 0x0 0x1 merc [0x3,0x0,0x0,0x0] [0x0,0x2,0x9,0x0] UNIT 0x8E 0x46 0x0 0x1D [14,7] 0b 0x0 0x1 bard [0x2,0x0,0x0,0x0] [0x0,0x5,0x9,0x0] UNIT reinforce: UNIT 0x7F 0x5 0x0 0x2D [0,14] 0b 0x0 0x1 cavboss [0x16,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT 0x80 0x5 0x0 0x1D [0,14] 0b 0x0 0x1 cavgrunt [0x14,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT 0x80 0x4B 0x0 0x1D [0,14] 0b 0x0 0x1 trouba [0x4E,0x0,0x0,0x0] [0x0,0x12,0x1,0x0] UNIT merc: REDA [7,10] 0x0 0x0 0x0 0x0 bard: REDA [14,8] 0x0 0x0 0x0 0x0 cavboss: REDA [3,14] 0x0 0x0 0x0 0x0 cavgrunt: REDA [2,14] 0x0 0x0 0x0 0x0 trouba: REDA [1,14] 0x0 0x0 0x0 0x0 label28: UNIT 0x6 0x48 0x0 0x8 [0,1] 0b 0x0 0x1 0x8B429C [0x15,0x1C,0x6C,0x0] [0x0,0x0,0x0,0x0] UNIT label32: UNIT 0x7 0x3D 0x0 0xA [11,2] 0b 0x0 0x1 0x8B42A4 [0x2C,0x6C,0x0,0x0] [0x0,0xA,0x0,0x0] UNIT 0xA 0x3F 0x0 0x22 [11,2] 0b 0x0 0x1 0x8B42AC [0x1F,0x28,0x6C,0x0] [0x0,0x3,0x0,0x0] UNIT label30: UNIT 0x48 0x41 0x0 0x35 [14,8] 0b 0x0 0x1 0x8B42C4 [0x20,0x0,0x0,0x0] [0x0,0x4,0x9,0x0] UNIT TurnBasedEvents: TURN 0x0 c2start [1,0] 0x0 TURN 0x0 label15 [1,0] 0x0 TURN 0x0 label16 [2,0] 0x0 TURN 0x0 label17 [3,0] 0x0 TURN 0x0 reinforceevent [3,0] 0x0 END_MAIN CharacterBasedEvents: CHAR 0x7 label18 [0x1,0x7] 0x0 CHAR 0x8 label19 [0x7,0xA] 0x0 END_MAIN LocationBasedEvents: VILL 0x9 label20 [4,2] 0x10 LOCA 0x9 [4,1] 0x20 VILL 0xA label21 [7,2] 0x10 LOCA 0xA [7,1] 0x20 VILL 0xB label22 [1,12] 0x10 LOCA 0xB [1,11] 0x20 SHOP 0x0 label23 [5,7] 0x16 END_MAIN MiscBasedEvents: AFEV 0x3 EndingScene 0x6 AFEV 0x0 label24 0x65 END_MAIN Dunno1: END_MAIN Dunno2: END_MAIN Dunno3: END_MAIN Tutorial: WORD 0x89F0808 0x89F0880 0x89F08E0 0x89F0910 WORD 0x89F096C 0x89F09C8 0x89F09D8 0x89F0A28 WORD 0x89F0AA0 0x89F0B00 0x89F0CCC 0x89F0D48 WORD 0x89F0DA8 0x89F0DB8 0x89F0E14 0x89F0E70 WORD 0x89F0E80 0x89F0ED4 0x89F0F54 0x89F0F74 WORD 0x89F0FA4 0x89F0B10 0x89F0B68 0x89F0BE0 WORD 0x89F0C40 0x89F0C70 0x89F1028 0x89F10A4 WORD 0x89F1104 0x89F1134 END_MAIN reinforceevent: CAM1 [3,10] LOAD1 0x0 reinforce EVBIT_T 0x7 ENUN ENDA c2start: LOAD1 0x0 newunits EVBIT_T 0x7 ENUN ENDA label23: SHLI 0x2 0x1 0x15 0x14 0x1F label33: CHECK_TUTORIAL BEQ 0x0 0xC 0x0 TUTORIAL_CALL LABEL 0x0 ENDA label36: EVBIT_MODIFY 0x4 CALL label25 EVBIT_T 0x9 LOAD_SLOT1 0x1 ENUN EVBIT_F 0x9 EVBIT_MODIFY 0x0 ENDA label27: CHECK_EVBIT 0x8 BNE 0x80BD 0xC 0x0 FADI 16 LABEL 0x80BD TEXTSTART CLEAN FADU 16 ENDA label26: CHECK_EVBIT 0x8 BNE 0x80D2 0xC 0x0 FADI 16 LABEL 0x80D2 REMOVEPORTRAITS BACG 0xFFFF FADU 16 ENDA label31: CALL label26 SADD 0x32 TEXTSHOW 0xFFFF TEXTEND CALL label27 ENDA label34: CHECK_EXISTS 0xFFFD BEQ 0x0 0xC 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x1 0xC 0x1 CUSA 0xFFFD GOTO 0x1 LABEL 0x0 _0x3240 0xFFFD 0x0 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x1 ENDA label35: CHECK_EXISTS 0xFFFD BNE 0x0 0xC 0x0 _0x3240 0xFFFD 0x0 REMU 0xFFFD GOTO 0x1 LABEL 0x0 CHECK_ALLEGIANCE 0xFFFD SVAL 0x1 0x0 BEQ 0x2 0xC 0x1 CUSA 0xFFFD LABEL 0x1 SVAL 0x1 0x0 SET_HP 0xFFFD REMU 0xFFFD SVAL 0x1 0x0 SET_STATE 0xFFFD LABEL 0x2 ENDA BeginningScene: MUSC 0x24 SVAL 0x2 0x18 CALL label26 TEXTSHOW 0x954 TEXTEND REMA FADI 16 CLEAN FADU 16 LOAD1 0x1 label28 ENUN MUSCMID 0x7FFF LOAD1 0x1 label29 ENUN LOAD1 0x1 label30 ENUN STAL2 0x3C MUSC 0x1A CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x955 TEXTEND REMA MOVE 0x18 0x48 [14,9] ENUN DISA 0x48 CUMO [12,3] STAL 60 CURE MUSC 0x25 SVAL 0x2 0x2 SVAL 0x3 0x956 CALL label31 CUMO 0x47 STAL 60 CURE TEXTSTART TEXTSHOW 0x957 TEXTEND REMA MOVE 0x18 0x47 [9,14] ENUN SVAL 0xB 0x5000C MOVE 0x0 0xFFFE [12,3] ENUN SOUN 0xAB SVAL 0xB 0x2000C TILECHANGE 0xFFFF SOUN 0x5C NOTIFY 0x12 0x0 0x0 LOAD1 0x1 label32 ENUN SVAL 0x1 0x5 SET_HP 0x7 CUMO 0x7 STAL 60 CURE SVAL 0x2 0x1D SVAL 0x3 0x958 CALL label31 SVAL 0x2 0x89F0790 CALL label33 LOAD1 0x0 Units1 ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x959 TEXTEND REMA MOVE 0x18 0x6 [2,3] ENUN CUMO 0x6 STAL 60 CURE TEXTSTART TEXTSHOW 0x95A TEXTEND REMA SVAL 0x2 0x89F07B0 CALL label33 CUMO 0x5 STAL 60 CURE TEXTSTART TEXTSHOW 0x95B TEXTEND REMA MOVE 0x18 0x6 [6,3] ENUN EVBIT_T 0x7 LOAD1 0x1 label34 ENUN ENDA label15: SVAL 0x2 0x89F07D0 CALL label33 EVBIT_T 0x7 ENDA label16: SVAL 0x2 0x89F0C98 CALL label33 EVBIT_T 0x7 ENDA EndingScene: MUSC 0x31 CHECK_ALIVE 0xA BEQ 0x0 0xC 0x0 CHECK_ALIVE 0x7 BEQ 0x0 0xC 0x0 SVAL 0x2 0x1D CALL label26 TEXTSHOW 0x962 TEXTEND REMA FADI 16 SVAL 0x2 0xA CALL label34 SVAL 0x2 0x7 CALL label34 LABEL 0x0 SVAL 0x2 0x4 CALL label26 TEXTSHOW 0x963 TEXTEND FADI 4 MUSCSLOW 0x7FFF REMA REMOVEPORTRAITS BACG 0x20 FADU 2 TEXTSHOW 0x964 TEXTEND FAWI 2 REMA BACG 0x16 FAWU 2 MUSC 0x52 BROWNBOXTEXT 0x211 [8,8] TEXTSHOW 0x965 TEXTEND FAWI 2 _0x1328 0x7FFF REMA BACG 0x20 FAWU 2 _0x1328 0x4A TEXTSHOW 0x966 TEXTEND REMA FADI 16 ENUT 0xD0 ENUT 0xE8 ENUT 0xBC ENUT 0xB8 ENUT 0xC5 ENUT 0xB8 ENUT 0xC0 ENUT 0xC4 ENUT 0xCA ENUT 0xDE ENUT 0xDA ENUT 0xCB MNCH 0x3 SVAL 0x2 0x7 CALL label35 SVAL 0x2 0xA CALL label35 ENDA label18: MUSS 0x30 STAL 33 STORETOSOMETHING 0x0 TEXTSTART TEXTSHOW 0x967 TEXTEND REMA MURE 0x2 CUSA 0x7 EVBIT_T 0x7 ENDA label19: MUSS 0x30 STAL 33 TEXTSTART TEXTSHOW 0x968 TEXTEND REMA MURE 0x2 CUSA 0xA EVBIT_T 0x7 ENDA label20: STORETOSOMETHING 0x0 CHECK_ACTIVE SVAL 0x1 0x1 BNE 0x0 0xC 0x1 MUNO SVAL 0x2 0x2 SVAL 0x3 0x969 CALL label31 MUSI GOTO 0x1 LABEL 0x0 MUNO SVAL 0x2 0x2 SVAL 0x3 0x96A CALL label31 MUSI LABEL 0x1 CALL label25 SVAL 0x3 0x76 GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label21: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96B CALL label31 MUSI CALL label25 SVAL 0x3 0x6D GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label22: MUNO SVAL 0x2 0x2 SVAL 0x3 0x96C CALL label31 MUSI CALL label25 SVAL 0x3 0x6E GIVEITEMTO 0xFFFF EVBIT_T 0x7 ENDA label17: SVAL 0x2 0x88B4470 CALL label36 SVAL 0x2 0x89F1154 CALL label33 EVBIT_T 0x7 ENDA Traps1: ENDTRAP Traps2: ENDTRAP
  6. Is there a full list of enemy reinforcements of the part 4 chapters? I'm now at 4-3 desert & at turn 14 a whole flight of dragonmasters teleport in, some more reinforcements teleport in the next turn, then on turn 16 Sages with arc tomes teleport in to surround my units From 4-3 on are the chapters like that one in FE6 with the endless wyvern riders until Roy seize the chapter objective? I'm on NM
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