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Burning Hackery


Crimson Red
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You mention this is for FE7, but not what region (U, E, or J) :o It might as well be added, to explain any potential offset differences between the versions.

(and cool hack too--does this affect baliistae at all?)

lol practically no one here hacks the other ones though so it's pretty safe to assume :P and no it doesn't affect ballistae

I'm fairly certain it works just as marksmen in FE10 do, every thing becomes at least 3 range, not everything gets +1 range(as shown in the video by the longbow not being affected).

yeah it only gives Snipers +1 bonus for normal bows

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  • 4 months later...
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Sorry to be dat necroposter, but I just saw this:

Multiple Seize Hack - recodes how seize works and makes it so that all units on certain chapters can seize (supposed to be used in conjunction with Hextator's Command Menu Name Hack so that everyone can use the custom command). Used in TLP so that everyone can "Enter" (which is really "Seize") various places in the post-game.

Is it possible to use this hack to get the oft sought-after "Escape" command? also can i please have the hack

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oh uh hey someone posted

...

uh, did I ever give this to you? I forgot

it can definitely be used as the oft sought-after Escape command... maybe

IIRC the unit still doesn't go to the "waiting" turn status which is sort of problematic haha

You could probably use this + Xeld's hack which changes the seize command name + some hack to make the unit removed from the map to make it work

I'm not really interested in the 3rd hack though since it's a pain + I'm retired

anyhow PM me if you need anything because otherwise I won't pay attention (I at least pay attention to my PMs here even if I don't want to lol)

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  • 2 years later...

Assembly Hacks

Note: I do not guarantee support for any Assembly hack, but you're free to ask for it if you need it. I'm just saying, don't bitch at me if it doesn't work the way you wanted, or at all.

Also, I'm not a REAL ASM hacker. I just do random shit knowing what little I know. So don't point out how bad or sloppy or shitty my ASM hacks are unless you just like unnecessarily putting down others (in which case go ahead and feed your ego); I already know the hacks are complete crap but I'm a nub so if they work I'm like "o hey dey work datz so coolz!" and don't care about anything else. :P

Also, most of these hacks (if not all of them) are made for Fire Emblem 7 and use specific offsets that might have changed data there (or perhaps no data, if it's an expanded part of the ROM, which it often is)--that's why if they're just blindly inserted into your game, they probably either won't work, or will overwrite important data that will make something ELSE not work. They're made for specific hacks so making them support other things is kind of difficult and I don't have that time etc.

And, for the above reasons, I'm not going to post the actual hacks. I'll list them off and if they sound interesting to you, I can give you the ASM or the .dmp (think "raw hex data") and tell you how to work them, but I don't want to spend time trying to make every hack easy to implement when there's a good chance most of them won't need to be implemented outside the original hack they were made for etc.

Lastly, you can request whatever hacks you want, but unless they're purposeful hacks within my capability (which is very, VERY limited) and for a good cause and not some piece of work that no one has ever heard of, there's almost no chance I'm going to do it. But I'm not going to censor you either. Just don't expect much if you don't have some project that will make it worth making or some other great reason for me to spend time hacking not that these take that long.

2.5x Critical Damage Hack - alters critical hits to do 2.5x damage. Can be changed to almost any positive value within reason...

Allegiance Palette Swap - sets chapters after chapter 0x43 in FE7 to use different palettes for things like map sprites, the player phase graphics, the battle template, etc.--includes multiple hacks that set these palettes differently. The condition for these can be different but it's originally intended for TLP's post-game (most people never even have to expand their # of chapters in a hack >_>').

Angelic Wing Hack - 3 parts; one is the original code which just checks for some conditions before changing the class of the active character to one with higher caps, with the idea being that it will work like FE13's "Limit Breaker" item. The other 2 are the "checker" and "effect" ASM routines, i.e. edited versions of the 1st one to work with the item effect expansion hack. Super complicated and requires a lot of outside work (i.e. non-ASM stuff) for it to even work.

ASM Heal - heals the first unit in the party for their max health. Simple. Can easily be changed to do the active character or another specific character slot.

Character Changing Hack - lets you change one character into another as well as change their inventory. You have to make lists of characters to change, what to change them to, and what items they should have afterwards. Kind of like a custom version of what happens in FE7's Lyn's Mode.

Character Forcer Hack Edit - changes how NL's character forcer hack works so that if the chapter is 0x54, it forces the character value at 0x0202BC19--and it also includes a hack which stores the value of the active character at 0x0202BC19, the idea being that a unit will enter a place, and in the next chapter, whoever entered it will be forced for that chapter. It also makes it so that the main characters are no longer forced for all chapters and must be manually forced.

Concoction Item Hack - a small little hack to make an alternate version of the vulnerary which heals 20HP (IIRC the Concoction in FE10 heals 10 more HP than the vulnerary as well, so the basic idea is there). You can change the value to whatever you want but you have to implement it through item hacking (which is harder than this hack itself >_>').

Custom Item Checker - a very generic code which outlines how the conditions for an item are checked and outputted so the game knows whether they have been met or not.

Enemy Critical Buff Hack - literally just buffs all the enemy units so they have the critical buff.

Fortify Forcer - a very specific hack which codes it so that the Fortify for a certain unit doesn't run out and that 3 other units will have their HP set to 1. What this does (in conjunction with some events and some graphic manipulation to make the 3 units invisible) is make the unit use their Fortify staff after this ASM hack is activated as the AI only uses it if there are 3 or more units who have taken significant damage.

Gradual Stat Increaser - the hack I used in The Arc of Time to increase enemy level and stats by 1 every turn.

Hector Hard Mode Hack - just forces the mode to be Hector Hard Mode, the idea being that one can then use the "bonus levels" feature in the Chapter Data Editor.

Mega Berserk Hack - just makes all (or a certain # I suppose) of allies have the berserk condition.

Money Giving Based on Turn - originally made for The Arc of Time, it gives a certain amount of money based on what turn it is. Nothing fancy.

Multiple Seize Hack - recodes how seize works and makes it so that all units on certain chapters can seize (supposed to be used in conjunction with Hextator's Command Menu Name Hack so that everyone can use the custom command). Used in TLP so that everyone can "Enter" (which is really "Seize") various places in the post-game.

No Death Hack - sets the attacker and defender to both have 1HP, supposed to be used in a battle in conjunction with the death quote editor so that the player character doesn't die. Note that it'll be odd if you just go back to the game after this as the enemy will have 1HP, so it's even more situational than usual as it's not coded to detect whether the player character is the attacker or the defender. XP

Phase Changer - three hacks, each one just memory hacks the phase as to change it. Used in The Arc of Time to give people "double turns" (two of their phase in a row).

RNG Code - a basic code that just takes a value and then outputs a random value from 0 to (that value - 1). It's pretty much just a template to be used with some actual OTHER code (or I guess you could make some random event happen with it and use conditional events to check for the output or something... :|).

Shon Buff Hack - literally just ups Shon's stats in TLP because he's so bad that he needs an ASM hack to be decent.

Storage and Funds Clearing Hack - clears the storage and funds. (And well, since this was again, for TLP, it actually gives the player the 4 Emblem Weapons in the storage as well... but that can be easily removed.)

Tile Text Change Hack - just codes it to check for certain chapters and change the list of tile names to be different for those chapters (the idea being that you can then kind of implement custom tilesets in a very inefficient and poorly thought-out manner).

Transporter Level Check - checks the transporter's level (needs to be set though) and outputs a value 0x00 (true) or 0x01 (false) as to see whether the Transporter character has survived all the chapters it possibly could.

Weapon Upgrade Hack - two versions. One checks for the active character and upgrades their weapon based on a table of weapons to upgrade and what they should be upgraded to, then charges the player a certain amount of money based on how many uses that item has and a table which says how much to charge for each use. Another is the same thing but just charges a set amount. Kind of an idea that was never really touched upon or implemented fully (or rather, fleshed out), but for what it does, it works.

Do you have download links for any of these? None of them seem to be downloadable. Also, are these open source? (the reason I'm asking is because I want to include it in the directory of open-source assembly hacks I'm making).

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