Aleph Posted February 5, 2011 Share Posted February 5, 2011 (edited) Reposted from FEU. Some shit I did done find. In here: [spoiler=long] ////////////////////////////// 0x08CC5B83 Change to 0x9D to auto-level bandit to 19 in prologue 0x08BE142B to 0x08BE1432 Bandit class growths (enemy growths are treated as signed during auto-leveling) 0x08BDE9D4 to 0x08BDE9DB Bandit unit growths (for the bandit character in the prologue) NOTE Class growths are used for auto-leveling enemies, character growths are used for auto-leveling ally units 0x08017790 Start of code that checks if a unit being loaded is an enemy/ally/NPC .org 0x080177A2 cmp r0, #0x2 @Check if unit is an enemy beq 0x080177B0 .org 0x080177B0 mov r0, #0x80 @ b 0x080177B6 .org 0x080177B6 bl 0x0801754C BORED setting a break on writes to my stats 0x08017AC0 This routine is an unraveled (ugh) loop of reading class growths and using them to level up an enemy unit \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Also [spoiler=long] 08017AC0 B530 push {r4,r5,r14} 08017AC2 1C04 mov r4,r0 08017AC4 1C15 mov r5,r2 08017AC6 2D00 cmp r5,#0x0 08017AC8 D03C beq #0x8017B44 08017ACA 6860 ldr r0,[r4,#0x4] 08017ACC 7EC0 ldrb r0,[r0,#0x1B] 08017ACE 0600 lsl r0,r0,#0x18 08017AD0 1600 asr r0,r0,#0x18 08017AD2 1C29 mov r1,r5 08017AD4 F011FD96 bl #0x8029604 08017AD8 7CA1 ldrb r1,[r4,#0x12] 08017ADA 1808 add r0,r1,r0 08017ADC 74A0 strb r0,[r4,#0x12] 08017ADE 6860 ldr r0,[r4,#0x4] 08017AE0 7F00 ldrb r0,[r0,#0x1C] 08017AE2 0600 lsl r0,r0,#0x18 08017AE4 1600 asr r0,r0,#0x18 08017AE6 1C29 mov r1,r5 08017AE8 F011FD8C bl #0x8029604 08017AEC 7D21 ldrb r1,[r4,#0x14] 08017AEE 1808 add r0,r1,r0 08017AF0 7520 strb r0,[r4,#0x14] 08017AF2 6860 ldr r0,[r4,#0x4] 08017AF4 7F40 ldrb r0,[r0,#0x1D] 08017AF6 0600 lsl r0,r0,#0x18 08017AF8 1600 asr r0,r0,#0x18 08017AFA 1C29 mov r1,r5 08017AFC F011FD82 bl #0x8029604 08017B00 7D61 ldrb r1,[r4,#0x15] 08017B02 1808 add r0,r1,r0 08017B04 7560 strb r0,[r4,#0x15] 08017B06 6860 ldr r0,[r4,#0x4] 08017B08 7F80 ldrb r0,[r0,#0x1E] 08017B0A 0600 lsl r0,r0,#0x18 08017B0C 1600 asr r0,r0,#0x18 08017B0E 1C29 mov r1,r5 08017B10 F011FD78 bl #0x8029604 08017B14 7DA1 ldrb r1,[r4,#0x16] 08017B16 1808 add r0,r1,r0 08017B18 75A0 strb r0,[r4,#0x16] 08017B1A 6860 ldr r0,[r4,#0x4] 08017B1C 7FC0 ldrb r0,[r0,#0x1F] 08017B1E 0600 lsl r0,r0,#0x18 08017B20 1600 asr r0,r0,#0x18 08017B22 1C29 mov r1,r5 08017B24 F011FD6E bl #0x8029604 08017B28 7DE1 ldrb r1,[r4,#0x17] 08017B2A 1808 add r0,r1,r0 08017B2C 75E0 strb r0,[r4,#0x17] 08017B2E 6860 ldr r0,[r4,#0x4] 08017B30 3020 add r0,#0x20 08017B32 7800 ldrb r0,[r0] 08017B34 0600 lsl r0,r0,#0x18 08017B36 1600 asr r0,r0,#0x18 08017B38 1C29 mov r1,r5 08017B3A F011FD63 bl #0x8029604 08017B3E 7E21 ldrb r1,[r4,#0x18] 08017B40 1808 add r0,r1,r0 08017B42 7620 strb r0,[r4,#0x18] 08017B44 BC30 pop {r4,r5} 08017B46 BC01 pop {r0} So yeah this is going to be fun Time to rewrite it as an actual for loop and include luck... Edited February 5, 2011 by Obviam Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted February 5, 2011 Share Posted February 5, 2011 So should I assume that you're going to implement luck for generic enemies that is a variable like the other stats and can change based off of/through that character's growth/autoleveling? Quote Link to comment Share on other sites More sharing options...
Aleph Posted February 6, 2011 Author Share Posted February 6, 2011 In fact I already have. It's only for FE 7, but I just updated my doc with a JFP included with the notes which applies my fix, which I have tested. Do note that it also works on NPCs. Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted February 6, 2011 Share Posted February 6, 2011 Oh, that's a really interesting patch/hack, Xeld. Nice job per usual, breaking the standard "limits" of Fire Emblem hacking. Quote Link to comment Share on other sites More sharing options...
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