[FE7] Item-based branching promotions

So what exactly does this hack do? :blush:

It transfers control of promotion item access to a specified offset where you just have a list: XX (item ID) YY (class ID) to determine which class can use which item.

So it wouldn’t branch them, right? It’s just getting it into a more ideal format?

So far.

Yeah, it’s definitely more ideal to then implement the final idea, just checking to make sure the whole thing isn’t going over my head.

And here is the promotion alteration. Note that this doesn’t fix any weapon exp limitation (e.g. won’t delete your old weapon exp)

Copy this into 1800000
F0 B5 04 1C 10 1C 66 30 00 78 01 49 08 47 00 00 21 98 02 08

Copy this into 08029818
00 49 08 47 01 00 80 09

Copy this into 08027410
08 06 00 0E 6D 68 2D 79 0A 49 0C 78 FF 2C 0D D0 84 42 01 D0 04 31 F8 E7 4C 78 AC 42 00 D0 F9 E7 8C 78 05 49 0C 70 01 20 01 E0 00 00 00 20 30 BC 02 BC 08 47 14 00 80 09 56 A4 03 02

Got it all pasted in, but the game is freezing when I select the “use” command. It shows only the Orion’s Bolt usable as well, instead of both the bolt and the Knight’s Crest.

29818
00 49 08 47 01 00 80 09

27410
08 06 00 0E 6D 68 2D 79 0A 49 0C 78 FF 2C 0D D0 84 42 01 D0 04 31 F8 E7 4C 78 AC 42 00 D0 F9 E7 8C 78 05 49 0C 70 01 20 01 E0 00 00 00 20 30 BC 02 BC 08 47 14 00 D9 08 56 A4 03 02

D90000 (my list location)
F0 B5 04 1C 10 1C 66 30 00 78 01 49 08 47 00 00 21 98 02 08

Starting at D90014
65 14 16 64 14 1A 

@Arch
For your case 01 00 08 09 (on 29818) must be changed into 01 00 D9 08
And it’s 4 byte (The last byte acts for separator, for now.). To make it 3 byte, just change 04 into 03 (21th byte of 27410)

Okay, got that taken care of: I can confirm that the specification of class works.

At D90014    
65 14 2A 64 14 16 00 00 00

The Orion’s Bolt is the first item listed, and promotes the Knight into a Paladin. The second lists the Knight’s Crest promoting the Knight into a General, but the item is unusable.

Can you start compiling source of what exactly you’re changing? It would help others immensely since it allows people to piggyback off of existing research

@CT075
Download here.

Assuming Arch previous condition (3 byte, table on 08D90014, Additional instruction on 08D90000).
Please do not forget to end the table with FF.

not a patch, source code

idrc about the actual data you’re changing

This?

I don’t really know since I write the code directly (right after composing the thumb instruction, which you can see via VBA disassembler.)

eh that’s close enough

thanks

Another note from testing - assigned the bolt and the knight’s crest to cavalier (lances only) to go Ranger (sword/bow) or Paladin. Still only the first item listed for the class was usable, so I tested the Ranger promotion. He forgot his lance weapon rank with 0 wexp gain, had a D by default. Gave him a fight’s worth of wexp, promoted him and he just had a sliver of an E rank.

Have you used the patch I made? I made some fix to make it 3 byte/data (previously 4 byte/data).
This is the image of using item in prep screen

This is the image of using item in the mids of battle

Posting your hex from 27408 (until 2744C) will help (I guess, since I have no trouble in using promotion item after applying the patch).

Fuck yeah

I’m curious to know, how difficult would it be to restrict item use by character instead of by class?

Additionally, since I’m now not sure which patch I need to use, can you “promote” into other T1 classes with this?

Did we just make a way to reclass characters?

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Awesome; sadly palette support seems to not be a thing for both classes; perhaps some kind of alteration of the character palette setting to be similar to fe8’s?(2 seperate palette options)