[DEPRECATED] Fire Shell - Prototype Release Topic

D00000 - D10000 Range:
D00000 - Repointed Class Table
D05420 - Repointed Item Table
D07840 - Repointed Support compatbility
D09050 - Repointed Support slots (cleared)
D0A450 - Repointed weapon icons
D12470 - Repointed moving map sprite table
D12C90 - Repointed standing map sprite table
D134B0 - Repointed Item Usability table
D137B0 - Repointed Item Effect table
D13AB0 - Repointed battle animation table
D16000 - Calculation Routine weapon table
D17400 - Final Routine weapon table
D17C50 - Effectiveness pointer table
D18060 - Room for effectiveness lists
D18600 - Instrument table (to be inserted)
D19C20 - Blank

In place of item table:
BE2240 - Venno's PRF Array Hack
BE22E0 - Start of PRF Array
BE2700 - icecube's Range Penalties Hack
BE27C0 - Range Penalties Table 
BE2BE0 - icecube's maturity allows multiple s-ranks
BE2C10 - icecube's Hand Axe Fix
BE2CD0 - icecube's Weapon Transform Hack
BE2D30 - Weapon Transform Table
BE2E50 - icecube's Spell Weapon Attributes Hack
BE2F10 - Transform WEXP fix
BE2F80 - WEXP transform values
BE30A0 - Venno's weapon rank bonuses Hack
BE3400 - icecube's Range Weapon Animation Fix
BE3460 - Range animation values
BE3570 - icecube's Range Value fix

In place of class table (BE0250-BE2100): 
BE0250 - icecube's promotion array hack
BE02D0 - Promotion array
BE05B0 - Nintenlord's character forcer array
BE06D0 - Character Banned Pointer array
BE0800 - Nintenlord's class walking sound table
BE0C20 - CT075's Variable Level Caps Hack
BE0C70 - Level Cap array
BE0D80 - Venno's lose weapon rank promotion hack
BE0DC0 - Luck gain promotion table
BE0ED0 - Weapon icon bugfix bugfix

In place of weapon icons (C5ED0-CB4A0):
0C5ED0 - Tonic item effect ASM

Other modifications:
C9D174 - C9D304 - Modular Battle
C99700 - C999C0 - Modular Battle routines

D20000 - D60000 Range:
D20000 - Snowy Overworld Tiles
D25670 - Snowy Overworld Palette
D257C0 - Snowy Overworld Config
D26E00 - Western Isles Tiles
D2C630 - Western Isles Palette
D2C780 - Western Isles Config
D2DAD0 - Western Village Tiles
D32FA0 - Western Village Palette
D330F0 - Western Village Config
D341D0 - Imperial Castle Tiles
D37FB0 - Imperial Castle Palette
D38240 - Imperial Castle Config
D38DD0 - FE8 Castle Tiles
D3F050 - FE8 Castle Config
D404E0 - FE8 Castle Blue Palette
D40630 - FE8 Castle Green Palette
D40780 - FE8 Castle Purple Palette
D408D0 - FE8 Mountains&Shrine
D47930 - FE8 M&S Palette
D47C60 - FE8 M&S Config
D49300 - FE8 Fields Tiles
D50A90 - FE8 Fields Config
D52330 - FE8 Fields Palette
D52480 - FE8 Fields Arid Palette
D525D0 - FE8 Fields Swamp Palette
D52720 - FE8 Village&Port Tiles
D599A0 - FE8 Village&Port Palette
D59AF0 - FE8 Village&Port Config
D5B050 - FE8 Village&Port Anim
D5B130 - FE8 Lava Cave Palette
D5B460 - White Room Palette
D5B540 - Halberdier Standing
D5B6D0 - Halberdier Moving
D5BFC0 - Priest Standing
D5C0D0 - Priest Moving
D5C8B0 - Thief (F) Standing
D5CA00 - Thief (F) Moving
D5D2D0 - Berserker Standing
D5D4C0 - Berserker Moving
D5DEE0 - Cleric Standing
D5E020 - Cleric Moving
D5E7B0 - Rogue Standing
D5E8F0 - Rogue Moving
D5F0C0 - Great Knight Standing
D5F2A0 - Great Knight Moving
D5FC20 - Summoner Standing
D5FD50 - Summoner Moving
D60580 - Wyvern Knight Standing
D607A0 - Wyvern Knight Moving
D615D0 - Mage Knight Standing
D617A0 - Mage Knight Moving
D620C0 - Mage Knight (F) Moving
D62A50 - Mage Knight (F) Standing
D62C20 - Mercenary (F) Standing
D62D40 - Mercenary (F) Moving
D635C0 - Cavalier (F) Standing
D63790 - Cavalier (F) Moving
D64140 - Phantom Standing
D642F0 - Phantom Moving
D64AE0 - 

Other notes:
- Installed variable poison damage by default
- Set default New Game mode to Eliwood Mode
- Fixed the EXP gain glitch in Normal Modes
- Cleared the character array of all unnecessary data
- Sound Room is unlocked by default

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

This is the first basic release of Project Fire Shell. Obviously it’s nowhere near being finished, but I felt it’d be good to make the framework public as soon as possible.

Right now it’s got an expansion of the class table, which incorporates all of the added staple classes from FE8 and adds as many functional female variants as possible. This comes included with the default Fire Shell .ups file. As those of you familiar with my development style know, I take all sorts of inspiration from the things I encounter. When I was mulling starting the project, the concept of the “modular phone” came up (I’d seen this video when it first came out).

And that’s kind of the idea: it’s a modular expansion of the ROM. When it’s functionally complete, everything added will come with uninstall instructions (and I’d also like to include, beyond the main patch, a set of optional addons incorporating things like this as UPS files in the basic package). To demonstrate this concept you’ll find the base FE7 Class Table in the “Assorted Tables” sub-folder of “Documentation.” Undoing the class expansion is a few simple clicks and pastes away, and with the map sprite data grouped together you can simply nuke that as you desire.

New Fire Shell release: zeta.

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

The Good Good:

  • Tested the patch to make sure it’s functional this time.
  • Fixed the ballistae map sprite and attacking glitches.
  • Fixed the 100EXP gain glitch with certain classes.
  • Installed Venno’s staff EXP fix with a relocated table.
  • It’s got Mattypoo’s music magic built-in.
  • And also Modular Battle w/ status swords!
  • Updated FEditor auto-patches with functioning custom spells.
  • Fixed Iron Rune glitch in Range Penalty hack.
  • Implemented Venno’s drop item AI flag.
4 Likes

Issues to work out

  • @Icecube, playing around with the current patch, the Knight Crest isn’t functional but all of the other promotion items are. I’ve tried changing the Knight Crest to read the Hero Crest usability, double-checked the promotion array values and couldn’t come up with a solution.

  • Some classes are hardcoded to give 100EXP automatically upon killing them. If we could port this functionality into a table (the only base FE7 class that really needs this is Dark Druid and Fire Dragon, but for some reason other class slots such as Brammimond’s and the - over which I’ve inserted the FE8 classes - have this issue), or use one of the obsoleted bits to make this optional (or just nuking the function and using class relative power 0x06). In the debug screen killing the Wyvern Knight (0x51) does this.

  • Class slot 0x49 is hardcoded not to have an R-button status screen, which makes the slot essentially useless to anybody who doesn’t need that functionality. This would also be nice to move to an obsoleted bit.

  • The AI doesn’t know how to use any healing items besides the original Vulnerary and Elixir.

Does this include healing staffs?

You can assign the 100exp thing to classes? Do that. I would love this XD

the patch doesnt work for me. used a clean rom and everything

Define “not work.”

Given how much I’m delving into the battle code, and nintenlord has some exp docs, I can probably sort that out for you after I finish my modular battle.

Also are the 500 bytes listed all we have to work with for in-place asm hacks… god… I’m glad at least I can move stuff into the link register and stuff but it’s not elegant.
Edit: They’re also unfortunately out of the 0x400000 limit for inline bl calls. So it’s not ideal space. Can you chart more freed space that’s available?

Anyway, if I finish my modular battle, could that be included in some “Fire Shell Plus” or “Blazing Shell” or something. [What I envision] will take some basic ASM to code, but it should be powerful. And an easy way to get into asm hacking(What gentler lean-in is there than “Make some code that sets accuracy to 100, then use a nightmare module to set that to weapon effect, say, 0x10”, and have it work?)

“In place of weapon icons (C5ED0-CB4A0):
0C5ED0 - Tonic item effect ASM”
Where does this hack end? We can use the rest of that space for more ASMz. I mean, that’s like 0x8000 right there. In the IDEAL space too!

Oh it’s like two lines long, lol. Yeah that whole space is totally free for ASM hacks.

And also “Blazing Shell” should (ironically) be a Fire Shell spinoff for FE8, to make it as manageable as 7 :P.

And somebody who actually hacks 8 should do that.

WAIT. Even cleverer idea.
What if we made…
Fire Shell(7)… BLAZING SHELL…
and…
Fire Shell(8)… SACRED SHELL…?

IM A GENIUS!

1 Like

patch doesnt match file. i tried this with a clean fe7 rom but the error still comes up. also when simply ignoring the error and patching anyways, the game buggers up and wont work.

1 Like

Rofl, good thing someone actually tried the patch before we shipped it, eh :stuck_out_tongue:

I’m famous for this sorta thing. Remade the patch from a fresh ROM:

https://dl.dropboxusercontent.com/u/19964863/trythis.ups

sweet thanks this works much better.

welp time to start planning a hack with this.

Looks great Arch! Nice to know us up-and-comers will have it so much easier than you vets :stuck_out_tongue:

The most important thing is to leave behind a better world than you found.

THe FUture:

  • Install imported music samples and insert the native instrument table (@Agro’s assistance be required). This will be uninstallable via patch.
  • We could also create an optional further expansion for “music packs” that I’d discussed with Matt (i.e. an FE4 music pack that would be packaged with its own sample/instrument table import patch).
  • Clearing out the game’s native events.
  • Optional wipe of the game’s non-essential dialogue data?
  • Optional wipe of the game’s portrait data too?
  • The issue with this is that stat screen positioning is hardcoded to the mug slot, so it’s good to have the originals for reference and FEditor will mark the data as free space once replaced. Unless we changed the positioning mechanic.
  • Optional plugin patches for FE4 (new Mag stat) and FE5-style (Res -> Mag) Str/Mag splits. We could also include the FE7x-style that only has staffs read from
1 Like

Have you wiped out the game’s original maps?

mm kay messed around a bit in the debug menu. attacking the female mage knight glitches the game, enemy phase draco knight with hand axe freezes game, and every time ive tried to insert a very simple map with no tile changes the game doesn’t seem to register it even if i write the map pointer to the debug map spot.

I’m… fairly certain the map not showing up is not an issue with the patch :stuck_out_tongue:

well i mean it could be my own incompetence but i though i’d mention it just in case it might be relivent. it probably is my own incompetence though.

EDIT: also the map itself doesn techniqualy showup i guess but the tiles are glitched and are all the one cliff tile. again props my own incompetence but eh could be relevent.