AstraLunaSol Posted June 1, 2011 Share Posted June 1, 2011 But then you'd have no way to seize, and the game may glitch. Also, with Lyn mode, you have no supports and various features like viewing Tactics. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 1, 2011 Author Share Posted June 1, 2011 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. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 I didn't even think of that. I may just have to come up with some kind of one chapter prologue that still ties into the story and doesn't look cheesy. Actually, since i've been thinking about it, I do have an idea. Thanks guys! Quote Link to comment Share on other sites More sharing options...
Krad Posted June 1, 2011 Share Posted June 1, 2011 Actually, there is a way to start the game at Eliwood mode. I haven't tested it myself, but it is mentioned here. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted June 1, 2011 Share Posted June 1, 2011 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. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 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. Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted June 1, 2011 Share Posted June 1, 2011 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. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 How hard can it be to find 80a0748 and change a 2 to a 1? Probably harder than i'm making it sound. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted June 1, 2011 Share Posted June 1, 2011 But then you'd have no way to seize, and the game may glitch. He COULD use the only public ASM patch I have, besides the sacred weapons thingy: http://dl.dropbox.com/u/5490460/Other%20Patches/Multi%20Lord%20Seizing%20Any%20Mode.ips Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 He COULD use the only public ASM patch I have, besides the sacred weapons thingy: http://dl.dropbox.co...0Any%20Mode.ips I would, but it doesn't solve my problem. Just tell me what I need for ASM hacking, and i'll give it a shot. Quote Link to comment Share on other sites More sharing options...
Nanami Touko Posted June 1, 2011 Share Posted June 1, 2011 Just tell me what I need for ASM hacking, and i'll give it a shot. Ever heard of a debugger? Quote Link to comment Share on other sites More sharing options...
AstraLunaSol Posted June 1, 2011 Share Posted June 1, 2011 (edited) 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 June 1, 2011 by AstraLunaSol Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 1, 2011 Author Share Posted June 1, 2011 (edited) Okay. 0x80A0748 is your POINTER. 0x0A0748 is your offset. Edited June 1, 2011 by Camtech075 Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 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] Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 1, 2011 Author Share Posted June 1, 2011 Yes. That is a list of POINTERS. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 (edited) Oh, I get it. Well, i'm gonna wing it! Testing now. If Eliwood dies, we got it. Already a little worried because the chapter name is in green. Edited June 1, 2011 by Valmanway Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 1, 2011 Author Share Posted June 1, 2011 ...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. Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 Screw it, i'll just do a one chapter prologue. Quote Link to comment Share on other sites More sharing options...
Mariobro3828 Posted June 1, 2011 Share Posted June 1, 2011 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. Quote Link to comment Share on other sites More sharing options...
CT075 Posted June 1, 2011 Author Share Posted June 1, 2011 I will just take your word for it. Java's fast, so saying that ASM is slower than java is not saying a whole lot Quote Link to comment Share on other sites More sharing options...
Mariobro3828 Posted June 1, 2011 Share Posted June 1, 2011 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. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted June 1, 2011 Share Posted June 1, 2011 Just a question I've always wondered, how are the maximum amount of units per chapter edited for when you have a prep. screen? It seems like something that would have to do with the eventd 'cause it goes chapter to chapter, but I never understood it. Quote Link to comment Share on other sites More sharing options...
Krad Posted June 1, 2011 Share Posted June 1, 2011 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. Quote Link to comment Share on other sites More sharing options...
ThatGuyDownTheStreet Posted June 1, 2011 Share Posted June 1, 2011 (edited) Ok, I think I get it now. Edited June 1, 2011 by ThatGuyDownTheStreet Quote Link to comment Share on other sites More sharing options...
Claude C Kenny Posted June 1, 2011 Share Posted June 1, 2011 So, suppose I only need Eliwood, Hector, and Lyn for my opening scene, but I want 12 characters available for the chapter. How does that work? Quote Link to comment Share on other sites More sharing options...
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