[DEPRECATED] Fire Shell - Prototype Release Topic

Hey Arch, is there a way you can move the Level Cap Table from BE0C70 to somewhere else so I can use the contiguous space from BE0D00 to BE2100?
Edit: C9D200 should be good as a new location.

http://pastebin.com/yUQ2MZiy

This is whatā€™s where.

Could I have a patch for the most recent version? I need to find 0x1400 consecutive bytes of free space for my modular battle pointer table, and 0x800 consecutive bytes elsewhere as well. (Though itā€™d be awesome if it was all one big section).
This is quite a large spce, so I want to scout out the areas to make sure I have enough room.

https://dl.dropboxusercontent.com/u/19964863/fireshell%20beta2.ups

(U)(Venom) ROM is the source.

https://dl.dropboxusercontent.com/u/19964863/Fire%20Shell%20Ī“.rar

And hereā€™s an updated package that incorporates modular battle.

Regarding Fire Shell, is the plan to just have everything within the original 16MBs of the ROM?

Iā€™m not going to start using it until itā€™s closer to finished, so Iā€™m planning on just doing minor stuff like graphics insertion and that kind of crap so I can just make a patch and patch it on when itā€™s released.

Just want to make sure I donā€™t start working in reserved space :stuck_out_tongue:

although according to the outline at the top i should be good but just checking

No, it extends to 0x112137C in its current incarnation. A lot of it is animations and added default text from FEditor, though.

ahh alright. Iā€™ll try and shoot for maybe 0x1400000 or higher to start then, just to be on the safe side. Thanks!

There oughta be a lot of free space in-rom, from the original discussions I had with zahl (this was before arch got on-board, mind you) that was part of the point

I still need to free up a lot of space: namely events and maps.

I have honestly no clue why this is happening, but the ballistae are borked.

http://puu.sh/agait/9479d2001f.png

Those specific standing map sprite slots (as far as I can tell theyā€™re the only ones) for the empty ballista are being loaded an entire 16x16 tile lower. When ballista attacks, the game freezes.

This is the patch that Iā€™m working on for the fourth release (apply to clean). The first post has been updated with new location listings.

https://dl.dropboxusercontent.com/u/19964863/fireshell%20ballista%20bork.ups

Could somebody try taking a stab to see what went wrong here? I donā€™t have a backup without this issue, and hadnā€™t even noticed it until @Crazycolorz5 mentioned it to me. Honestly canā€™t think of what mightā€™ve caused this bizarre behavior.

Wow, i love the concept!
Probably going to start an hack with thisā€¦ Maybe iā€™ll do something for FEE3ā€¦ if i canā€¦
Anyway, keep up the good work! This project is so awesome!

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Iā€™ll be fairly impressed if you actually do this. Considering itā€™s being released DURING FEE3 and it wonā€™t even be 100% complete. Maybe for next yearā€™s FEE3 though, thatā€™ll be a thing :slight_smile:

Lol, now i donā€™t know if start the hack now and ā€œrevealā€ it in FEE3, or wait for the FireShell releaseā€¦
ā€¦ Maybe iā€™ll do it now and then restart it again after the FEE3, maintaining the same things of the precedent version, with adding things. mh i donā€™t even know if iā€™m capable of doing this, my graphic is really bad

[3:51:56 PM] Archiblad: yeah
[3:57:58 PM] Archiblad: oooooookay FE7
[3:58:03 PM] Archiblad: what the fuck
[3:58:22 PM] Agro: what happened this time?
[3:58:36 PM] Archiblad: I replaced the pointers back to the original table
[3:58:38 PM] Archiblad: and it worked
[3:58:41 PM] Agro: ahhh
[3:58:44 PM] Agro: i thought that might happen
[3:58:54 PM] Archiblad: thatā€™s bizarre
[3:59:09 PM] Agro: i have a feeling it has something to do with the fact that the ballista is not a ā€œunitā€ as such
[3:59:12 PM] Agro: when itā€™s unoccupied
[3:59:19 PM] Agro: there must be something hardcoded
[3:59:22 PM] Agro: to that particular spot
[3:59:32 PM] Agro: or maybe you just failed at repointing
[3:59:46 PM] Agro: it is bizarre though because EB never had that problem despite repointing the table
[3:59:57 PM] Agro: wait maybe it did and i never noticed it
[3:59:58 PM] Agro: lol

Considering that all of the map sprites past the ballistae work fine, I dunno if itā€™s a fault with the repoint.

Try repointing the ballista animation Specifically? Like search for its original offset?

maybe try looking for a pointer to the specific entry that corresponds to ballistae?

Iā€™m about 3/4ths of the way through inserting new samples. The new sample map will include (along with the vanilla choices):

  • Acoustic Piano
  • Electric Piano 1 & 2,
  • Xylophone
  • Accordion
  • Acoustic guitar (steel)
  • Overdriven guitar
  • Acoustic Bass
  • Acoustic Bass 2
  • Pick Bass
  • String Ensemble
  • Combined native FE7 string ensemble
  • Orchestra Hit
  • Combined native FE7 trumpet
  • Combined FE7 native horn
  • Combined FE7 native synth horn
  • Combined FE7 native flute/piccolo
  • Recorder
  • Sawtooth wave
  • Steel drums
  • Muted Trumpet
  • Shakuhachi
  • Shamisen
  • Filled in drumkits i.e. NO MORE BEEPING AND BOOPING (hopefully)

Basically my goal is to fill in many of the ā€œblanksā€ left by FE7ā€™s samples, with samples that actually sound good.

Along with this I will include some optional samples ripped from Mother 3 that will be ready to insert if the user so chooses. If anyone has anything specific for me to throw in, now would be the time to bring it up.

EDIT: Well, Iā€™m finished, on my end.

https://dl.dropboxusercontent.com/u/51331815/Fire%20Shell%20with%20added%20samples

Thereā€™s sample data all the way through to the end. Track 126 (0x7E) was used as a test track, so thereā€™s some residual data there. Within non-expanded space, my data ends at 0xD19C20. Here is the new sample map:

0 - Acoustic piano (from Mother 3)
1 - Bright piano (from FE7)
2 - Electric piano 1 (from FE7)
3 - Electric piano 2 Piano (from FE7)
4 - Electric piano 3 (from Mother 3)
5 - blank
6 - Harpsichord (from FE7)
7 - blank
8 - Celesta (from FE7)
9 - Glockenspiel (from Mother 3)
10 - Music box (from FE7)
11 - blank
12 - Marimba (from FE7)
13 - Xylophone (from Mother 3)
14 - Tubular bells (from FE7)
15 - Dulcimer (from FE7)
16 - Drawbar organ (from FE7)
17 - Percussive organ (1 octave lower) (from FE7)
18 - Rock organ (1 octave lower) (from FE7)
19 - Church organ (from FE7)
20 - blank
21 - Accordion (from FE7)
22 - blank
23 - blank
24 - blank
25 - Acoustic guitar steel (mother 3)
26 - electric guitar jazz (soft with grace)
27 - electric guitar clean (from advance wars)
28 - low overdriven guitar (from FE7)
29 - overdriven guitar (from mother 3)
30 - distortion guitar (from FE7)
31 - staccato guitar? (from FE7)
32 - acoustic bass (double bass) (from FE7)
33 - finger bass (1 octave lower) (from FE7)
34 - pick bass (1 octave lower) (from Mother 3)
35 - fretless bass (1 octave lower) (from AW2)
36 - slap bass (1 octave lower) (from FE7)
37 - acoustic bass 2 (from FE7) (1 octave lower)
38 - synth bass (from FE7)
39 - synth bass (from AW2) (1 octave lower)
40 - String Ensemble 1 (low-medium-high) (from FE7)
41 - String Ensemble 2 (high-very high) (from FE7)
42 - Cello (from FE7)
43 - Contrabass (very low-low) (from FE7)
44 - Marcato Strings (from FE12)
45 - Pizzicato Strings (from FE7)
46 - Orchestral Harp (from FE7)
47 - Timpani (from mother 3)
48 - Combined String Ensemble 1 (very low-high) (from FE7)
49 - Combined String Ensemble 2 (all ranges) (from mother 3)
50 - String Ensemble (synth) (from FE7)
51 - blank
52 - Choir 1
53 - Choir 2
54 - Choir 3
55 - Orchestra Hit (from Mother 3)
56 - Combined Trumpet (from FE7)
57 - Trombone (from FE7)
58 - Tuba (from FE7)
59 - Muted Trumpet (from AW2)
60 - Combined Horn (from FE7)
61 - Brass (from FE7)
62 - Synth Brass (low) (1 octave lower) (from FE7)
63 - Combined Synth Horn (from FE7)
64 - blank
65 - blank
66 - blank
67 - blank
68 - Oboe (from FE7)
69 - English Horn (from FE7)
70 - Combined Bassoon (from FE7)
71 - Clarinet (from FE7)
72 - Piccolo/Flute Combined (from FE7)
73 - Piccolo/Flute Combined (from FE7)
74 - Recorder (from FE7)
75 - Pan Flute (from FE7)
76 - blank
77 - Shakuhachi (from AW2)
78 - Blank
79 - Ocarina (from FE7)
80 - Square wave (one octave UP) (from FE7)
81 - Sawtooth wave (from FE12)
82 - Blank
83 - Blank
84 - Charang (from FE7)
85 - Synth voice (from FE7)
86 - blank
87 - Bass + lead (from FE7)
88 - blank
89 - Pad 2 (warm) (old 106) (from FE7)
90 - blank
91 - Pad 4 (choir) (from FE7)
92 - blank
93 - blank
94 - blank
95 - blank
96 - blank
97 - blank
98 - blank
99 - blank
100 FX atmosphere (from FE7)
102 - blank
103 - blank
104 - Sitar (from FE7)
105 - blank
106 - Shamisen (from AW2)
107 - blank
108 - blank
109 - blank
110 - blank
111 - blank
112 - blank
113 - blank
114 - Steel Drums
115 - blank
116 - Taiko Drum
117 - blank
118 - blank
119 - Reverse Cymbal
120 - Drum kit (rock)
121 - blank
122 - blank
123 - blank
124 - blank
125 - blank
126 - blank
127 - Drum kit (standard)

A2 is an orchestral snare, and Bb2 is a drum roll for the drum kit. Provided your song does not use anything overly exotic it should no longer produce boopy noises when playing drumsā€“if it does, please let me know. Obviously blank spaces have no instrument, so donā€™t use those.

Please see [this][1] post.
[1]: [FE7] ranged weapon modules

I did some testing and documented several classes that have this issue here:

It seems to only happen if the promoted flag is set.

I didnā€™t test every class, just the most likely suspects (Thereā€™s a lot of them). I noticed that the mercenary and myrmidon female slots give 100 exp if the promoted flag is set, but the other unused female ones donā€™t (FE6 carry over?). I also tried making archers and male myrmidons promoted to double check it wasnā€™t a tier 1 thing but they gave normal amounts experience (Gonna assume the other t1s are similar).

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