Jubby Posted October 28, 2012 Share Posted October 28, 2012 so... we should probably skip those ones? :P Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted October 29, 2012 Author Share Posted October 29, 2012 (edited) that's what I did today :/ EDIT: UNCR char 0x04 revives characters thanks to Arch for not sharing this info and making me suffer for about 5 hours trying to find an alternative >_< Edited October 31, 2012 by soiweuqjasdklirewvxzcbnm Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted November 18, 2012 Share Posted November 18, 2012 bluh so i hate cgs okay so i was doing cg bullshit earlier FADI 0x10 STAL 0x10 SHCG 15 HIDEMAP FADU 0x10 but for some reason, it shows up like this so i grabbed code from ch20 TEX5 0xBCD _TEXTCG 0xBCE 0x1 but it still fucked up then I was told that cgs at the opening event are weird, so I copied lyn's opening stuff FADUCG 2 SHOWMAP TEX5 0xBDD FADICG 0 HIDEMAP SHCG 0x0 MUS1 0x3F FADUCG 2 SHOWMAP STAL 60 TEX5 0xBDE but the issue was still there however, there are 2 ASM commands and when I threw them in, this ASMC 0x7A939 ASMC 0x7A9D5 however, i only wanted 1 cg at the beginning, so I decided to see if both were needed //ASMC 0x7A939 ASMC 0x7A9D5 FADICG 0 HIDEMAP SHCG 0x0B FADUCG 2 SHOWMAP STAL 60 TEX5 0xBDE was my final result, the first ASM command didn't seem to affect anything when not read, but the second did I'm not exactly sure what the two are calling, but I guess if you want a CG at the beginning of a chapter, this is how it's done Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted November 18, 2012 Share Posted November 18, 2012 Prologue starts in "Fade to black" mode and the ASM routine do "go from start of chapter blackness to CG showing mode". The other ASM routine could be something like making units invisible or something. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted November 28, 2012 Author Share Posted November 28, 2012 (edited) Change the value at 0x0A06D8 to 0x01 for Lyn's mode, 0x02 for Eliwood Mode, or 0x03 for Hector Mode. Changing this will also change what chapter you go to. Hard mode value is stored in the RAM at 0x0202BC0C. Normal = 0x00, Hard = 0x40. Changing this will change it to hard mode. No way to set it to hard mode from the start has been found yet. EDIT: This code ends the Rumble effect (the EA macro "Rumble") ASMC 0x7D689 Just figured this out now by searching the pointer in hex and looking at the events (since you can't really search all the possible events using the EA and disassembling each and everyone wouldn't be fun :|) Edited December 2, 2012 by Burning Gravity Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 3, 2012 Share Posted December 3, 2012 UNCM/UNCR Code 0x00 = Normal 0x01 = Invis 0x02 = Greyed out 0x04 = Not in the status menu or unit data 0x08 = The same as 0x04 apparently Adding values together = Adding effects together 0x01 + 0x02 = Invisible greyed out(0x03) - Sorta useless imo 0x01 + 0x04 = Invisible and not in status or unit data menus(0x05) - essentially they vanish entirely, but are still there, seems legit, could be used to make unit literally vanish for a few chapters and then re-appear later on 0x02 + 0x04 = Greyed out and not in status or unit data menus(0x06) - again, seems worthless, but hey, if that's your thing... 0x01 + 0x02 + 0x04 = Invisible, greyed out, and not in status or unit data menus(0x07) - This doesn't seem logically useful in any situation either, but hey, it works! Most of the work was done by blazer, I just took the notes and shit Quote Link to comment Share on other sites More sharing options...
Agro Posted December 3, 2012 Share Posted December 3, 2012 0x01 + 0x04 = Invisible and not in status or unit data menus(0x05) - essentially they vanish entirely, but are still there, seems legit, could be used to make unit literally vanish for a few chapters and then re-appear later on Hey, now this sounds bloody useful. Has this been tested much? And if I incurred this on a character using UNCM would that reset after the chapters is over, or whatever? Quote Link to comment Share on other sites More sharing options...
Nintenlord Posted December 3, 2012 Share Posted December 3, 2012 UNCM/UNCR Code 0x00 = Normal 0x01 = Invis 0x02 = Greyed out 0x04 = Not in the status menu or unit data 0x08 = The same as 0x04 apparently //Unit condition helpers #ifdef _FE7_ #define Visible 1 #define GrayedOut 2 #define OnAnotherUnit 4 //???? #define Rescuing 0x10 #define IsBeingResqued 0x20 #define InBallista 0x800 #define UsableOrSomething 0x10000 #define MerlinusAndAthosOrSomething 0x400000 #endif Are you sure about the 0x4? And I remeber 0x8 crashing a lot when I tested it while 0x4 didn't so they probably aren't the same. Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 3, 2012 Share Posted December 3, 2012 Hey, now this sounds bloody useful. Has this been tested much? And if I incurred this on a character using UNCM would that reset after the chapters is over, or whatever? I've been using for a little bit and it works as far as I know. And no, you can UNCM that character one chapter, and UNCR them in a much later chapter. And yeah, I tested myself a bit later using a prep screen, and the units were nowhere to be found. Blazer tested 0x08, and he told me that it did the same thing that 0x04 did. Quote Link to comment Share on other sites More sharing options...
Alfred Kamon Posted December 3, 2012 Share Posted December 3, 2012 This is terribly useful! Good job, guys. But let me guess, there is no UNCM/UNCR equivalent for FE8.... =P Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 3, 2012 Author Share Posted December 3, 2012 well it LOOKED like it did the same thing but I remember the value "09" being used for something before (as opposed to 05) so I'm not sure @Agro the test was originally done to try and find a way to make a character have their stats etc. saved but not be in battle preparations for multiple chapters. I tested it as best as I could without killing a ton of time and it seemed to work. FYI, I tested having a unit join in chapter 8, giving them a level boost or something such that I'd know that their stats were changed, then UNCM'd the character and they weren't in the battle preps. Upon UNCR'ing them after the battle preps, they returned. UNCR'ing them the chapter after (chapter 10) worked too. Allegiance didn't seem to affect it. So I think it's more or less safe, yeah. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted December 4, 2012 Share Posted December 4, 2012 Hey, that's a nice find, maybe I could even give Prep screens for Ch 7A/8A/8Ax/9A now. And people would love that Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 6, 2012 Author Share Posted December 6, 2012 OKAY [2:44:30 AM] ballin1337: I FOUND OUT SOMETHING [2:44:37 AM] ballin1337: table at 0xCE5390 [2:44:42 AM] ballin1337: controls which CG's are loaded in the Sound Room [2:44:43 AM] ballin1337: SO [2:44:47 AM] ballin1337: if you want it to use just one background [2:44:50 AM] ballin1337: just set it to use like [2:44:51 AM] ballin1337: CG 0x01 [2:44:55 AM] ballin1337: and then end the list with FFFFFFFF [2:44:58 AM] ballin1337: and then edit that CG [2:45:00 AM] ballin1337: and BAM! [2:45:04 AM] ballin1337: that fixes my issue where in TLP [2:45:13 AM] ballin1337: it'd show all the credits there [2:45:29 AM | Edited 2:45:34 AM] ballin1337: now I can just make it a black screen for now [2:45:45 AM] ballin1337: and if I ever find some cool image that might fit for the sound room [2:45:49 AM] ballin1337: I could insert that [2:45:50 AM] ballin1337: :D Tested and working, and I'm sure you could create a legitimate list as well, the format is just XX 00 00 00 XX 00 00 00 with FF FF FF FF at the end where "XX" is the value of a CG :| Quote Link to comment Share on other sites More sharing options...
Chocolate Kitty Posted December 15, 2012 Share Posted December 15, 2012 (edited) delphi shield stuff the offset to where it shields units is 0x168A0(0x80168A0) going there you will see 8 bytes D2 7E C9 08 reversing those bytes gives you 0x8C97ED2 which is the same address as the default bow effectiveness in FE7 hence why it blocks that specific effectiveness and no other one so lets say you want a horse guard or something and you set the effectiveness at 0x857DD94 (I made that address up) you would go to the offset I mentioned earlier, 0x168A0(0x80168A0), and reverse your bytes in the same fashion and replace the existing ones. 94 DD 57 08 however, this does not duplicate the delphi shield, it replaces it, keep this in mind basically you could make the delphi shield into a fullguard from FE9 or do whatever you want with it :o oh right, blazer was the person who helped me with this Edited December 15, 2012 by Kitty of Time Quote Link to comment Share on other sites More sharing options...
zahlman Posted December 20, 2012 Share Posted December 20, 2012 where "XX" is the value of a CG :| Is that, like, an index into an array of pointers to the CG data? If so, where's *that*? Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted December 20, 2012 Author Share Posted December 20, 2012 Yes There's a module called the CG editor in the nightmare modules package, that should have it I'd get it for you but it's kind of a pain cuz I'm on my phone. Sorry D: it should give you the offset and format though and the UT might have additional doc on it, not sure XP Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted March 29, 2013 Author Share Posted March 29, 2013 0xCE538C List of CGs to show in the sound room, list ends with 0xFFFFFFFF; set to like 0x00000000 0xFFFFFFFF to make it just show #0 or something. You need at least one CG though, I'm pretty sure. Quote Link to comment Share on other sites More sharing options...
Vennobennu Posted April 11, 2013 Share Posted April 11, 2013 I haven't seen this bit of FE8 trivia mentioned anywhere, so I thought I'd share it here: At 0x8D1D10 (Unknown6 in Nightmare's CUE), there are all of the Creature Campaign characters one after the other, as well as the monsters that the final boss summons. The summon algorithm randomizes their levels when they spawn, but not their inventory. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted June 9, 2013 Author Share Posted June 9, 2013 (edited) Everything is for FE7 as usual Random ASM'ish notes 0x0798FA - does something with event ID's being checked, 0x64, 0x65, etc. 0x029330 - loads ability byte 0x0AAEBC - Change 0x0B to 0xFF to make all songs in Sound Room be unlocked 0x09AEE4 - Change 0xEE to 0x00 to stop weird augury glitch The "weird augury glitch" refers to using song 0xEE for custom music. Though it seems to be unused/empty if you use it it'll cause weird music errors during auguries when you replay them (say "Yes" to wanting to hear it again). I just used a debugger to find out what it was doing and changed the value to 0x00 since that is always empty (song 0x00/nothing) instead of moving my song 0xEE to another slot. I also made some macros to do supports easier in TLP instead of doing it through Nightmare http://pastebin.com/u9FLtKvv p1 = "partner 1", i1 = "initial 1", g1 = "growth 1", see the Nightmare Module for some ideas on what those mean but that's the idea SD = Support Data, it's one part of the supports, for the part where you setup the conversations ("SC"), you have character 1, character 2, and an index which if you look at the macro, calculates the text ID's for me instead of having me type them individually. Assuming you put support conversations next to each other (e.g. John x Bob's C, B, and A conversations are right after another, at 0x63, 0x64, 0x65) then just change the hexadecimal numbers that aren't 0x00 in the latter part of the macro ("WORD 0x60+(entry-1)*3 0x61+(entry-1)*3 0x62+(entry-1)*3 0x00"") to whatever bases you want. (Index 1 has text slots of 0x60, 0x61, 0x62, index 2 has text slots at 0x63, 0x64, 0x65, etc.) Any questions let me know though I don't guarantee support and I kinda expect you have knowledge of EA so that you can use this (this was the entire script and as you can see it doesn't use typical EA format with #include EAstdlib.event and a pointer table at the beginning, it's just me using the awesomeness of Nintenlord's program to do things besides events for me and make it much easier/quicker to do so, and I used ORG to write the data to certain offsets, naturally you'll probably want to change those offsets). Edited June 9, 2013 by Burning Gravity Quote Link to comment Share on other sites More sharing options...
Agro Posted August 24, 2013 Share Posted August 24, 2013 (edited) - You can change the music in a battle by setting a custom event to a specified battle conversation and then making said event change the music immediately. You can use events pretty much freely in this, to be honest, but the # of things you can do in the actual battle animation are limited due to conflicting gameplay elements and whatnot. Still, if done right, it can be used to make some epic battles (I did it in some hacks of mine and it was super fun!). Hi Blazer, I tried to do this like this: MESSAGE Command to change music for battle quotes is at currentOffset TearingShadowsMusic: MUS2 TearingShadows ENDA ALIGN 4 http://puu.sh/49Hlq.png But I don't think this is the way to do it? Can you provide a specific example on how to do this? (currentOffset was 12C97E0) EDIT: Never mind, got it working. For those of you wondering, you need to set the convo text in Nightmare to 0x00 and run it as a TEX1 instead. Also make sure you use MUS1 and not MUS2--if you use MUS2 then you'll hear the original boss music for a little bit beforehand. Edited August 24, 2013 by Agro Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted August 24, 2013 Author Share Posted August 24, 2013 Yeah they're mutually exclusive (I think that's the term), you can only have one or the other, you can't do a combination. Therefore if you need dialog as well you have to include it as part of the event. And I have no reason why you used MUS2 lol Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 18, 2013 Share Posted September 18, 2013 Been digging around through Ch.19 (Dragon's Gate) and tinkering with the many effects that happen during the ending event. Here's what I've found so far: First, a way to both start AND stop the rumbling effect. #define StartRumble "_ASM0x3F 0x7AC99" // Note this is different from the rumble NL has in the EAstlib #define EndRumble "ASMC 0x7AD2D" Next is the glowing effect that's used on the Dragon's Gate itself when the dragon is about to be called: #define TileGlow "_ASM0x3F 0x7B1E1" This seems to be tied to the most recent tile change that has occured. When I destroyed a village and called this, the ruins began to glow O_o Some more effects: #define SpriteWhiteOut "_0x95 0x40 0x2 0x7FFF" // Whites out map sprites #define SpriteBlackOut "_0x96 0x40 0x2 0x7FFF" // Blacks out map sprites Examples: And finally: #define RedFlash1 "_0xE1; _0xE0 0xFFFFFFFF 0x20 0x180 0x802; _0xE0 0xFFFFFFFF 0x20 0x100 0x1004" // I.E. When Elbert stabs Nergal #define RedFlash2 "_0xE0 0xFFFFFFFF 0x20 0x180 0x802; _0xE0 0xFFFFFFFF 0x20 0x100 0x1004; _0xE2" // Doesn't seem any different from the first. // You can use the components individually too. // _0xE0 0xFFFFFFFF 0x20 0x180 0x802 fades to red but you see outlines of map sprites still // _0xE0 0xFFFFFFFF 0x20 0x100 0x1004 fades to black but you see outlines of map sprites still // No idea what _0xE1 or _0xE2 do. #define DarkenScreen "_0xE1; _0xE0 0xFFFFFFFF 0x4 0x80A0 0xA02" // Comes out looking like FADI stopped halfway And that's it. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted September 18, 2013 Author Share Posted September 18, 2013 those 0xE0/E1 codes or whatever can be used to change the screen of the color to various things. I don't remember the details but I think there should be some doc on it maybe in the EA... it's kinda confusing I always had a hard time trying to get the color I want >_<; Quote Link to comment Share on other sites More sharing options...
Primefusion Posted September 18, 2013 Share Posted September 18, 2013 In the "_ExperimentalFE7" file NL has some notes for the lower valued 0xYY codes. But, the notes stop after _0x9A. If you happen to have any info on it that would be cool. Quote Link to comment Share on other sites More sharing options...
Aleph Posted September 21, 2013 Share Posted September 21, 2013 Here's an obscure hacking tip the number of people alive who know which ARM/Thumb opcodes can legitimately change the CPU state to and from Thumb mode are very few, and I am not one of them Stick to B[L]X kids. Quote Link to comment Share on other sites More sharing options...
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