Brendor Posted January 1, 2014 Share Posted January 1, 2014 What? Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 1, 2014 Author Share Posted January 1, 2014 itt people cannot into jokes Quote Link to comment Share on other sites More sharing options...
Ansem Posted January 1, 2014 Share Posted January 1, 2014 yo cam changing axe to Axe is kinda pointless though why not change it to iron ask instead? Quote Link to comment Share on other sites More sharing options...
CT075 Posted January 1, 2014 Author Share Posted January 1, 2014 (edited) my translator is telling me it's properly spelled "Iro Nax" Edited January 1, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Klokinator Posted January 1, 2014 Share Posted January 1, 2014 General Iro Nax at your service. Anyway the FE7 Retranslation project > FE7 Expansion Project. Quote Link to comment Share on other sites More sharing options...
Lance Masayoshi Posted January 1, 2014 Share Posted January 1, 2014 lol Klok. This is pretty interesting though. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted January 1, 2014 Share Posted January 1, 2014 it's not a true translation until it's as literal as possible, that is to say i won't accept this Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted January 1, 2014 Share Posted January 1, 2014 (edited) Another thing that would be cool (and probably FE8 exclusive) would be changing characters' stats with an ASMC command. To avoid having to have a separate ASM routine for every stat change you'd ever want, this could take advantage of FE8's memory slot system to dynamically indicate which character will receive the stat change, which stat to change and by how much. It could work like this: _SETVAL 0x1 0xF//Ephraim, ID 0x0F, will receive the stat change _SETVAL 0x2 0x(something)//Ephraim's Luck will change _SETVAL 0x3 0xFE//Ephraim's Luck will decrease by 2 ASMC 0xXXXXXX The first problem would be finding where each memory slot actually stores these values in RAM, though. I don't myself know where. Well I took a few minutes to find out: Slot 0x1: $030004BC Slot 0x2: $030004C0 Slot 0x3: $030004C4 Slot 0x4: $030004C8 etc... I've seen the game refer to slot 0xB, which is automatically parsed as coordinates by some commands (tile changes, _MOVE, LOMA), so there are likely at least eleven slots of four bytes each to make use of. Edited January 3, 2014 by Vennobennu Quote Link to comment Share on other sites More sharing options...
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