plusplus
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Events
Posts posted by plusplus
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Umm why dont you let the event assembler do it? Unless im wrong(wich is very posible) You dissaemble a Units list in a wordpad right? Then write your new units in the text file, just change the offset where the $ is, and just assemble your chapter...Unless FE8 does it differently of course...
Edit: If i remember correctly, sometimes you must reppoint almost all the data that is behind the data you just reppointed, same happened to me when i tried to add new conversations on a chapter, reppointed only one part and the game ignored it...the reppointed everything else, or another way i did, was reppoint what was next, so i had more space...But that sometimes wrecks the chapter...you better reppoint it all...
Uhhh...Well, I'm not too familiar with EA yet. I tried disassembling the prologue units list by giving it the original offset and specifying the length based on the values in the .nmm , but I got some errors. The only thing I can disassemble successfully right now is the events header table (which isn't very useful). Maybe when I have time tmr, I'll go take a look at EA again.
As for repointing the data, I did a global search and replace inside the hex editor, so there should be nothing else pointing to the original offset.
I'm not sure what you mean by "repoint what was next", could you please elaborate?
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This may sound like a dumb question, but does it look like there are any extra enemies being loaded in the cutscene before the map?
Thanks for the reply!
I just redid the process of copying and repointing. It still wasn't working. It didn't seem like anything was out of place in the cutscene.
I also tried disassembling the prologue events header table to double check.
It had a line like this:
ORG $E4A874
Units1:_0x0000Where E4A874 is the address of my new prologue units list.
It seems like IT IS pointing to the right place, but I don't get why it doesn't pick up any changes...urrrgg
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I recently tried to add a few extra enemies to the Prologue chapter in FE8. I copied all the enemy data starting from the offset 8B3C14 (the original prologue units' offset) until the end of the list (6 units total x 20 bytes each) and moved them to a new spot, then I added two extra enemies to the end of the list (2 x 20 bytes). I did a search in the hex editor to replace all instances of the original offset (14 3c 8b 08) with my new offset.
I'd expect these would complete the move from the old table to the new one.
However, when I start up the emulator with the new ROM:
1. no new enemies were added (I think this might have something to do with the REDA values, which I'm not too familiar with), but more importantly...
2. it seems the game is still loading the data from the old enemy list; if I tried to change the boss's weapons in the new extended list, the change is not picked up, but if I make the change at the old offset, then the change is reflected
I couldn't figure out why this was the case, especially after I've replaced all the old pointers to point to the new list. Is there some other values I need to change to get this to work?
Thanks in advance!
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Awsome! This worked fine so far, I haven't seen any issues yet :D
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modify the editor to use a different location in the ROM where you have enough empty space
Thanks for the reply!
Do you mean that the code after entry 0xA0 in the item animation table are actually not related to animation at all? I wasn't sure earlier if that was the case, so I was a little hesitant to repoint everything. Anyways, I'll try it out and see if it works :)
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Hi, I'm new to the forum and I've just started playing around with ROM hacking earlier this week.
Since starting, I've inserted a bunch of new weapons to the items list such that the list has been expanded to about 250 items.
However, there is an issue with the animation pointers. According to this post, the pointers only work for up to about entry 0xA0, but I have items that go up to 0xF8.
Has anyone else had this issue before or knows how to set the right animation pointers for weapons past the 0xA0 point?
Thanks!
FE8 Extending Chapter Enemy List
in Questions
Posted · Edited by plusplus
Thanks!
I actually wasn't able to find the UNIT list when I disassembled mine. This is what I have:
I used the offset for the prologue and I checked the option to disassemble the "Whole chapter". I've also tried the same thing with a clean ROM, but I got the same thing as what I posted above.
Now that I've seen what the disassembled output should look like with the UNITS list, it seems like my output file is missing some stuff.
Have you seen this before or am I an idiot who can't even use a simple UI correctly (lol)?