circleseverywhere Posted January 10, 2016 Share Posted January 10, 2016 This hack allows you to see enemy ranges using the Select key! Use A to toggle between attack range and staff range. FE7 (no free space needed): https://www.dropbox.com/s/8m2xn8nec7sa57q/Dangerzone_FE7.ups?dl=0 FE8 (writes data to $E90190-1EB): https://www.dropbox.com/s/9dzsuyr3q7zhfpb/Dangerzone_FE8.ups?dl=0 Quote Link to comment Share on other sites More sharing options...
Brendor Posted January 11, 2016 Share Posted January 11, 2016 Source? Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted January 11, 2016 Author Share Posted January 11, 2016 FE7 source: .org 0x801c3e0 @select button hook bl #0x8085c7c @clear minimugs ldr r2, #=0x202bbb8 @mimic $26018 ldr r1, [r2,#0x18] ldr r0, [r2,#0x14] ldr r3, =#0x8026023 @map sprite update routine b #0x801c3f8 @skip past constants .long 0x202bbb8 .long 0x8026023 bl GOTO_R3 bl #0x80215d4 @display dangerzone b #0x801c43c @pop and exit GOTO_R3: push {r4,r14} @bxing to mid-routine bx r3 There's also a bne at $1c8aa that needs to change to a b, otherwise it will crash when trying to view the R-menu on the last selected unit while showing enemy ranges. FE8 source: Hook: .org 0x801cad8 @replaces start button hook ldrh r1,[r2,#0x8] mov r0,#0xC @0x4 OR 0x8 i.e. Select OR Start and r0,r1 cmp r0,#0x0 beq End ldr r0,Jump_to b GOTO_R0 End: ldr r0,End_at @could have replaced with b 0x801cb38 but annoying to assemble b GOTO_R0 .align Jump_to: .long 0x08E90191 @free space .align End_at: .long 0x0801CB39 @end of routine GOTO_R0: bx r0 .org 0x8e90190 ldrh r1,[r2,#0x4] mov r0,#0x4 @check if select pressed and r0,r1 cmp r0,#0x0 beq Select_Not_Pressed ldr r0, Clear_Screen bl GOTO_R0 ldr r2, MS_R2 ldr r1, [r2,#0x18] ldr r0, [r2,#0x14] ldr r3, MS_Hook bl MS_GOTO_R3 ldr r0, Dangerzone bl GOTO_R0 ldr r0,Back GOTO_R0: bx r0 .align Dangerzone: .long 0x080226F9 Clear_Screen: .long 0x0808D151 MS_R2: .long 0x0202BCB0 MS_Hook: .long 0x08027ACB Select_Not_Pressed: ldr r2, Something @mimic start pressed routine mov r1, #0x16 ldsh r0,[r2,r1] ldr r1, Something_2 ldr r1,[r1] ldr r3, Start_cont b GOTO_R3 .align Something: .long 0x0202BCB0 Something_2: .long 0x0202E4D8 Start_cont: .long 0x0801CAF7 Back: .long 0x0801CB39 MS_GOTO_R3: push {r4,r14} GOTO_R3: bx r3 Change bne at $1cf00 to b to fix crash. Quote Link to comment Share on other sites More sharing options...
Brendor Posted January 12, 2016 Share Posted January 12, 2016 so it's native then?wtf? Quote Link to comment Share on other sites More sharing options...
Lamia Posted January 17, 2016 Share Posted January 17, 2016 (edited) not that I'd actually use this hack since it doesn't tickle my fancy -- but I use the select button frequently when playing any FE for menu access instead of A, and I would have asked for a separate button although FE7 has some weird 'help' toggle thing I think? I forget what that actually did, but yeah, cool thing nonetheless Edited January 17, 2016 by Lamia Quote Link to comment Share on other sites More sharing options...
circleseverywhere Posted January 17, 2016 Author Share Posted January 17, 2016 The Select button has no use, but you want to remap it to do something the A button already does. And then map the new function to... which button, exactly? Quote Link to comment Share on other sites More sharing options...
Book of Ereshkigal Posted January 17, 2016 Share Posted January 17, 2016 Of the GBA FEs, select only opens the menu in FE6, it toggles the tutorial stuff in 7 and does literally nothing in fe8 Quote Link to comment Share on other sites More sharing options...
Brendor Posted January 30, 2016 Share Posted January 30, 2016 maybe checking for 2 buttons? like A and B Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.