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GBA Falco Knights


RNG Princess
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With Nightmare modules, you can simply add a "Staff Base Level"... and the animation that would play would be the default map animation...

However, if you want a battle sprite, you will need to sprite those frames and then insert it with Xeld's FEditor...

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Hmm... well, simple edits might be best... even though I DID save your edits... how does it look? I might try to get it to work later on in a ROM...

FalcoknightStaff-2.gif

Nope... When the falcoknight uses swords, it uses the "ranged" attack... which is basically FAIL... XD

Edited by shadowofchaos
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Can't you just make a custom animation to get it to work?

Nope... if you even have a SLIVER of a magic weapon level... the game has some sort of assembly that shows the magic weapon levels, "MAG" instead of "STR" and use mode 5 or 6 of the animation REGARDLESS of if you're close range or not...

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what about Magic swords? or custom swords disguised as staves/mag?

Something like that should definitely work, but I've never had any luck with getting weapons to heal people and stuff (never really tried it either though).

You would probably have to do alot of hacking in order to get it to work. :/

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This hack seems to work.

This hack causes melee animations to be used,
"Str" to be displayed
and melee weapon levels to be displayed
for a unit that has a melee weapon equipped,
and magic animations to be used,
"Mag" to be displayed
and magic weapon levels to be displayed
for a unit that has a magic weapon equipped:

.org				0x080184DC
.thumb
push	{lr}			@
@-------------------------------@Get uses/equipped weapon of unit pointed at by r0
bl				0x08016764
lsl	r0,	r0,	#0x18	@
lsr	r0,	r0,	#0x18	@
ldr	r1,			ITEM_TABLE_REF
ldr	r1,	[r1]		@r1 points to item table
mov	r2,	r0		@
lsl	r0,	r0,	#0x03	@
add	r0,	r0,	r2	@
lsl	r0,	r0,	#0x02	@
add	r0,	r0,	r1	@Indexing of item table complete
ldrb	r0,	[r0,	#0x08]	@
mov	r1,	#0x02		@"Use magic animation?"
and	r0,	r1		@
lsr	r0,	r0,	#0x01	@r0 == 1 or 0, guaranteed
pop	{pc}			@
.align				2
			ITEM_TABLE_REF:
.long				0x08016060

Good luck figuring out how to apply it, though.

Also, Lawliet apparently did this much easier. I'm not sure his solution is as functional though.

Edit: Yeah, Lawliet's version of this hack screws up the stat and weapon level menus. This hack doesn't, and is still compatible with expanded item tables despite using the item table for getting the item data outside of battle.

Edit: There, added the ".thumb" line. Happy, Sauce?

Edited by Xeld
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This hack seems to work.

This hack causes melee animations to be used,
"Str" to be displayed
and melee weapon levels to be displayed
for a unit that has a melee weapon equipped,
and magic animations to be used,
"Mag" to be displayed
and magic weapon levels to be displayed
for a unit that has a magic weapon equipped:

.org				0x080184DC
.thumb
push	{lr}			@
@-------------------------------@Get uses/equipped weapon of unit pointed at by r0
bl				0x08016764
lsl	r0,	r0,	#0x18	@
lsr	r0,	r0,	#0x18	@
ldr	r1,			ITEM_TABLE_REF
ldr	r1,	[r1]		@r1 points to item table
mov	r2,	r0		@
lsl	r0,	r0,	#0x03	@
add	r0,	r0,	r2	@
lsl	r0,	r0,	#0x02	@
add	r0,	r0,	r1	@Indexing of item table complete
ldrb	r0,	[r0,	#0x08]	@
mov	r1,	#0x02		@"Use magic animation?"
and	r0,	r1		@
lsr	r0,	r0,	#0x01	@r0 == 1 or 0, guaranteed
pop	{pc}			@
.align				2
			ITEM_TABLE_REF:
.long				0x08016060

Good luck figuring out how to apply it, though.

BOOOOO!!!! I don't know how to apply it... ;_;

If I was to take a random guess though, I would guess using the event assembler maybe? That's probably wrong though. :awesome:

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I included the IPS patch in the description of the video ._.

Heck, here it is:

Patch for the Spell and Weapon Animations here: Click

Gwahahahaha, Xeld ported it to FE8...

FE8 Port: Click

Source ASM

 .org	0x08018A58
.thumb
push {lr}   @
@-------------------------------@Get uses/equipped weapon of unit pointed at by r0
bl	0x08016B28
lsl r0, r0, #0x18 @
lsr r0, r0, #0x18 @
ldr r1,   ITEM_TABLE_REF
ldr r1, [r1]  @r1 points to item table
mov r2, #0x24  @
mul r0, r2  @
add r0, r0, r1 @Indexing of item table complete
ldrb r0, [r0, #0x08] @
mov r1, #0x02  @"Use magic animation?"
and r0, r1  @
lsr r0, r0, #0x01 @r0 == 1 or 0, guaranteed
pop {pc}   @
.align	2
ITEM_TABLE_REF:
.long	0x08016410

Edited by shadowofchaos
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