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FE7 weird screen of death with spell association


Rickochet
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So I ran into a little problem I never seen encountered before.

I was making and editing custom weapons in nightmare and this happened:

https://gyazo.com/7c540bde7709dc1b928ddf7a24e5aea3

The dreadful screech of death. Well I narrowed it down to the nightmare spell association module, at least I think that's what it is but I'm not sure. Is this due to a limited amount of custom weapons?

I went back and forth betweens backups and found that this only happens after I pass a certain number of edited/custom weapons in the spell association module. As in, telling the ROM which weapon uses which spell animation, I can only make 6 of these before the game shows me that screen.

Things I did do:

The item and spell association modules are expanded.

The corresponding notepad nightmare lists are as well.

I did check if I overwritten anything and I did not.

Does anyone know why this would happen?

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Right, it wouldn't surprise me if there were undocumented spells in that editor which were misidentified as "unused", much like how in the Class Editor there are "Unused" classes which are actually, indeed, used by the game.

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so in other words, are you guys are saying that the spells are or not undocumentated? because 0x45 is the middle of the original list for both item module and spell association module. i am aware of how the class module has a few slots where the game does use even though they are labeled unused.

the actual end of the list doesn't start until 0x9A for item module and 0x7F for the spell association module.

my game doesn't start acting up until 0x84 in the spell association. i can make as many custom weapons as i want, it's just when I use the spell association to assign spell animations that my game starts freaking out on me.

and by the ending value, do you have any idea what it could be? i never heard of such a thing regarding the end of lists.

any idea what else I can check to fix this problem?

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after some more digging, is this what you guys meant?

https://gyazo.com/98d857aef508fd1e5eb7210f086e155e

the above is what my spell animations list looks like currently.

the 0xFFFF has always been there, but the bigger question is: is this the list you guys are referring to with the 0x45? do I just change the edited "slots" to default and start again at 0x45? (i do realize that the above is just the list for labeling the "slots" in nightmare, just fyi)

Edited by Rickochet
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Debug > Guess, so I traced the ergodic process to the table. I took FE7(J) as an example to explain the problem here.

0806C1A4 B510 push {r4,r14}

0806C1A6 0400 lsl r0,r0,#0x10

0806C1A8 0C00 lsr r0,r0,#0x10

0806C1AA 4C09 ldr r4,=#0x8D61678 ;load the base address of the table

0806C1AC F7ABFA2C bl #0x8017608

0806C1B0 0400 lsl r0,r0,#0x10

0806C1B2 0C00 lsr r0,r0,#0x10

0806C1B4 8821 ldrh r1,[r4] ;load the id of the item

0806C1B6 4A07 ldr r2,=#0xFFFF

0806C1B8 4291 cmp r1,r2

0806C1BA D005 beq #0x806C1C8 ;if the present id = 0xFFFF then end

0806C1BC 4281 cmp r1,r0

0806C1BE D003 beq #0x806C1C8 ;if the present id = the id needed then end

0806C1C0 3410 add r4,#0x10 ;otherwise load the next entry

0806C1C2 8821 ldrh r1,[r4] ;load the next id

0806C1C4 4291 cmp r1,r2

0806C1C6 D1F9 bne #0x806C1BC ;if the next id <> the id needed then continue the loop

0806C1C8 1C20 mov r0,r4 ;return the address of the id needed

0806C1CA BC10 pop {r4}

0806C1CC BC02 pop {r1}

0806C1CE 4708 bx r1

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the spell association table is not repointed but the item module is repointed. Both the tables are expanded. I was told it would not be necessary to repoint the spell association table, so the table is still at C999C0. Sorry for not being clearer.

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  • 2 weeks later...

so i finally had time to go over my problem and only thing i can say is you were right, i am probably overwriting something important. but with that said, i've been combing over the sections in HxD and can't find the source of how to fix it so it looks like i'm going to have to start over, damn it. i tried to re-use data from a fresh ROM but no results. if anyone knows how to fix this, i would much appreciate the information.

for now, i'll just restart my hack, could use a few changes anyways

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