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Event Assembler Questions Thread


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In theory, yes. However, there are some downsides to that, mostly the fact that supports don't work in Lyn Mode. There are others, but I can't think of them off the top of my head.

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Actually, there is a way to start the game at Eliwood mode. I haven't tested it myself, but it is mentioned here.

That's...ASM, unless Claude knows ASM, those notes are relatively useless.

Also, Arch tried changing the value in that ASM (Or something along those lines) and all it did was start him in Chapter 11 and not change the mode.

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Starting at chapter 11 wouldn't be a problem, you can always change the text and whatnot to say chapter 1. My thing would be if using lyns event pointers (0x06, 0x09, etc.) would somehow revert the game to lyn mode. depending on how hard it is to get started on ASM hacking, id' gladly give it a shot. Looks like all you need to do is change one variable, but i've never tried ASM before.

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It is far more complicated than just changing one variable.

My thing would be if using lyns event pointers (0x06, 0x09, etc.) would somehow revert the game to lyn mode
Modes are not determined by chapters, but by...well modes.
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How hard can it be to find 80a0748 and change a 2 to a 1? Probably harder than i'm making it sound.

There isn't even an offset called 80A0748 in a clean FE7 rom in hex editor.

Edited by AstraLunaSol
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No, i'm talking about this:

80a0742 2d01 cmp r5, #0x1

80a0744 d100 bne $080a0748

80a0746 73a6 strb r6, [r4, #0xe]

80a0748 2d02 cmp r5, #0x2 - change to 1 to force Eliwood Mode start

80a074a d101 bne $080a0750

80a074c 200c mov r0, #0xc

80a074e 73a0 strb r0, [r4, #0xe]

80a0750 2d03 cmp r5, #0x3 - change to 1 to force Hector Mode start

80a0752 d101 bne $080a0758

80a0754 200d mov r0, #0xd

80a0756 73a0 strb r0, [r4, #0xe]

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...god dammit.

You don't try ASM until you understand (thoroughly) how the game works. That means MASTERING events and graphics and shit. Otherwise you risk messing something up, leaving you with something broken having no idea what the hell you just did.

Besides, without a debugger that list is worthless.

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No, i'm talking about this:

80a0742 2d01 cmp r5, #0x1

80a0744 d100 bne $080a0748

80a0746 73a6 strb r6, [r4, #0xe]

80a0748 2d02 cmp r5, #0x2 - change to 1 to force Eliwood Mode start

80a074a d101 bne $080a0750

80a074c 200c mov r0, #0xc

80a074e 73a0 strb r0, [r4, #0xe]

80a0750 2d03 cmp r5, #0x3 - change to 1 to force Hector Mode start

80a0752 d101 bne $080a0758

80a0754 200d mov r0, #0xd

80a0756 73a0 strb r0, [r4, #0xe]

I've tried that method before, it doesn't work. All making those changes does is force the game to start on chapter 11E or 11H respectively (which I think was mentioned earlier in the thread anyways). ASM hacking is not nearly as simple as you're making it out to be. It'd take the average person about 10 times the time to program something in ASM than it would for them to do so in...say Java or C++. It's also definitely not something you learn over night. You have to spend a lot of time mastering it and understanding how it works, and in most cases how it relates to HLLs today. I'm taking a class on ASM this coming fall.

For the record, those are not pointers, they are addresses. A pointer is something you use to redirect. The address of the ROM when implemented into the hardware is 0x8000000, so naturally for addresses given by VBA are in that format, as are pointers (think, expanded ROM space starts at offset 0x1000000, so 0x8000000 + 0x1000000 = 0x9000000). Offset is just a relative term used when referencing data and disregarding the first 0x8000000 bytes in this case.

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I must have mistyped, I meant that it takes far longer to program things in ASM (since some java codes translate to over 100-300 ASM opcodes). However, ASM runs faster, being more optimized, but that's not saying much given that it's not really noticeable with processors today.

Anyways, sorry for going off topic.

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The units you put in the Good area are the units you can deploy. If you place 10 units, the prep screen will let you deploy up to 10 units. The starting positions are also determined by this.

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