dondon151 Posted May 9, 2014 Share Posted May 9, 2014 (edited) hi folks, conventional wisdom suggests that 700 EXP gained in chapter 23 is a requisite for accessing chapter 23x. i was doing a test run of chapter 23, and still managed to go to chapter 23x despite having only gained 642 EXP. assuming i didn't miscalculate, can someone corroborate the 700 EXP requirement? Edited May 9, 2014 by dondon151 Quote Link to comment Share on other sites More sharing options...
Rah Posted May 9, 2014 Share Posted May 9, 2014 (edited) oh snap. that's interesting. now i want to check, but i don't have anything to check with so yea... pointless comment. carry on. Edited May 9, 2014 by Rah Quote Link to comment Share on other sites More sharing options...
chococoke Posted May 10, 2014 Share Posted May 10, 2014 "conventional wisdom" huh? Does anyone know how 700 came to be the accepted amount of exp? Quote Link to comment Share on other sites More sharing options...
Ϲharlie Posted May 10, 2014 Share Posted May 10, 2014 I believe it was gleaned from Pegasus Knight or some other Japanese Fire Emblem fansite. Quote Link to comment Share on other sites More sharing options...
Baldrick Posted May 10, 2014 Share Posted May 10, 2014 I've tried it. I set up the chapter so that I had 699 exp and just one boss left on 2 HP. 1. Killed him with Florina. Got sidequest 2. Let Pent kill him. Didn't get sidequest. 3. Priscilla used a barrier, then let Pent kill him. Got sidequest. Quote Link to comment Share on other sites More sharing options...
General Horace Posted May 10, 2014 Share Posted May 10, 2014 maybe there's a possability it varies by difficulty or something? What mode were you both playing (dondon/baldrick) I doubt it, but there's always the possibility. Quote Link to comment Share on other sites More sharing options...
Baldrick Posted May 10, 2014 Share Posted May 10, 2014 HNM Quote Link to comment Share on other sites More sharing options...
PKL Posted May 10, 2014 Share Posted May 10, 2014 (edited) Dondon is in HHM, so it might be that. Maybe it's because the game forgets to check the new HHM decreased exp? Im sure 600 something exp in HHM would be a lot more in HNM Edited May 10, 2014 by PKL Quote Link to comment Share on other sites More sharing options...
BBM Posted May 10, 2014 Share Posted May 10, 2014 I have a HHM file on C22 atm; I can check sometime this weekend. Is there a specific percentage of how much less EXP enemies give in HHM? I know it's like 5 levels less or something but does that translate equally for every enemy unit at the end? That way I can check directly against that value rather than some arbitrary value under 700. Quote Link to comment Share on other sites More sharing options...
Paper Jam Posted May 10, 2014 Share Posted May 10, 2014 (edited) If your unit's level is less than the enemy's level, you get the same amount of experience in Hard modes as in Normal modes. There's a "Mode coefficient" that activates on Normal modes but not on Hard Modes. Essentially, if your level is greater than or equal to the enemy's level, there is a penalty to the experience you get; on Eliwood and Hector Normal modes, that penalty is halved, and on Lyn modes or Hard modes it isn't. (http://serenesforest.net/fe7/calc.html) So no, there is no specific percentage of how much less EXP enemies give in HHM (or EHM, for that matter). It depends on how much higher your unit's level is than the enemy's. I've been wondering... is it possible that the gaiden requirements have nothing to do with experience gained, and instead it depends on how many enemy units you've killed compared to how many units Pent has killed? Edited May 10, 2014 by Paper Jam Quote Link to comment Share on other sites More sharing options...
dondon151 Posted May 10, 2014 Author Share Posted May 10, 2014 I've been wondering... is it possible that the gaiden requirements have nothing to do with experience gained, and instead it depends on how many enemy units you've killed compared to how many units Pent has killed? baldrick's test disproves that hypothesis. Quote Link to comment Share on other sites More sharing options...
eclipse Posted May 10, 2014 Share Posted May 10, 2014 This leads to two possibilities in my mind: 1. The gaiden requirement is different for HHM. 2. The mode coefficient has something to do with it. Perhaps a EHM run is in order? Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted May 10, 2014 Share Posted May 10, 2014 ...I'd check the event code and ASM condition for it, but I'm rusty as all hell. Quote Link to comment Share on other sites More sharing options...
PKL Posted May 10, 2014 Share Posted May 10, 2014 2. The mode coefficient has something to do with it. Perhaps a EHM run is in order? My LTC run for EHM is in Ch22, I guess I could test it...when I feel like it. Quote Link to comment Share on other sites More sharing options...
sirmola Posted May 11, 2014 Share Posted May 11, 2014 Dondon is in HHM I love how we don't even need to bother asking dondon what mode he's in. We can just assume the hardest difficulty and be right 99% of the time Quote Link to comment Share on other sites More sharing options...
General Banzai Posted May 11, 2014 Share Posted May 11, 2014 this happened with FERD's sephiran recruitment requirements a bunch of stuff you didnt need to do was on there for the longest time Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 11, 2014 Share Posted May 11, 2014 if someone can get me the offset of the asm routine i'll debug it later Quote Link to comment Share on other sites More sharing options...
Belf Posted May 13, 2014 Share Posted May 13, 2014 if someone can get me the offset of the asm routine i'll debug it later EndingScene: MUEN 2 ASMC 0x79B5D MUS1 0x38 STAL 60 FADI 4 HIDEMAP ASMC 0x7A869 BACG 0x51 FADU 4 SHOWMAP IFEF 0x1 0x7 TEX1 0xC3D FADI 16 HIDEMAP IFEF 0x12 0x81 CUSI 0x22 0x0 ENIF 0x12 BACG 0x51 FADU 16 SHOWMAP ENIF 0x1 TEXTIFEM 0xC3E 0xC3F IFAF 0x5 0x7D325 IFAF 0x5 0x79EFD FADI 4 HIDEMAP _0x87 BACG 0x5B FADU 128 SHOWMAP STAL 2 ASMC 0x15591 TEX6 0x7 [0,0] 0xC40 _ASM0x42 0x83181 _0x89 IFYN 0x5 GOTO label44 _0x9A MUEN 1 FADI 16 HIDEMAP ASMC 0x7A8B9 BACG 0x51 FADU 16 SHOWMAP MUS1 0x3AE TEX1 0xC41 FADI 4 HIDEMAP BACG 0x5B MNCH 0x1E I've put the relevant information from ch. 23's events in the spoiler box. I don't know which is the exact routine though. Try the ones that are bolded and underlined. Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 13, 2014 Share Posted May 13, 2014 well, what i was actually looking for was this, the ones you highlighted are all "do something" routines (in C terms, those are all void methods; i'm looking for the boolean one) Quote Link to comment Share on other sites More sharing options...
Belf Posted May 13, 2014 Share Posted May 13, 2014 well, what i was actually looking for was this, the ones you highlighted are all "do something" routines (in C terms, those are all void methods; i'm looking for the boolean one) So in layman's terms, those instructions happen regardless and are not conditional, and therefore irrelevant? What's weird is that I set breakpoints on all of those offsets of the ones I underlined, but the game never broke during the end scene. I have no idea what I'm doing wrong... Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 13, 2014 Share Posted May 13, 2014 (edited) some of them are within the condition clause itself but it's the IFAT/IFAF (IF Asm True/False) commands that we're interested in as that specifies the actual condition. are you setting the break on the exact offset specified or are you subtracting one (to four-align it) and setting a break on that? all of those routines have the last bit set to specify THUMB mode; it doesn't literally mean "begin execution one byte over" Edited May 13, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Belf Posted May 13, 2014 Share Posted May 13, 2014 are you setting the break on the exact offset specified or are you subtracting one (to four-align it) and setting a break on that? all of those routines have the last bit set to specify THUMB mode; it doesn't literally mean "begin execution one byte over" I wasn't sure so I set breakpoints on both actually (subtracting one and the Thumb mode one). By setting breakpoints, I mean that I clicked on the line of code in the left hand main window of the debugger on no$gba. Yet, still the game never stopped from the end of the chapter to the next chapter, which is why I think I must have done something wrong. Quote Link to comment Share on other sites More sharing options...
CT075 Posted May 13, 2014 Share Posted May 13, 2014 (edited) this is probably not the problem but to break a thumb routine i think you have to be on thumb mode to begin with i honestly have no idea (nor do i think that debugging those routines would be worthwhile anyway) - one of them is some kind of alignment fixing code or something for the brown scroll textbox, for example (this was discovered empirically). EDIT courtesy of vba disassembly 0x2BB is 699, bgt is "branch greater than" -> magic number is definitely 700 i didn't bother stepping through with a real debugger yet so i don't know if there's any magic involved behind the actual exp number though Edited May 13, 2014 by CT075 Quote Link to comment Share on other sites More sharing options...
Rah Posted May 14, 2014 Share Posted May 14, 2014 I think this happens from hard mode cutting into your exp gain. It probably calculates the chapter requirements with normal mode exp equations instead of the hard mode ones. So it's not based on the exp gained but the assumed exp gained. Quote Link to comment Share on other sites More sharing options...
Paper Jam Posted May 17, 2014 Share Posted May 17, 2014 But why would the game keep track of how much experience you would have gained if you had been in Normal mode? Quote Link to comment Share on other sites More sharing options...
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