[DEPRECATED] Fire Shell - Prototype Release Topic

Thanks for double-checking my sometimes-shoddy installations, hahah. Forgot about the spell weapons edit.

Something I’m planning to include in the next release:

  • Pre-installed event routines to control the game’s current mode (with macros to toggle between Eliwood/Hector and Normal/Hard).
  • A routine for IFAT/IFAF that checks whether the game is in hard mode or not. You can already check Eli/Hect modes with IFHM (IF Hector Mode).
  • Nightmare Modules (if possible? - I think it is) to toggle the game’s starting mode byte and tactician input.

Any other suggestions? I’ll also include @CT075’s battle music hacks when he revisits them.

Need these written, or do you already have them?

I don’t have the latter.

I wrote the check for hard mode routine. I’m going to put it in my dump of asm stuff.
[Also, don’t forget about this potential issue][1].
[1]: IFAT; IFAF issues

Finally trying this out.
And whoa, @Arch, that Dracomaster’s hand axe animation is messed up.
By messed up here, I mean it freezes if they double.

Edit: So is the selected animation for the Wyvern Knt

BE1000 - BE2000: Modular Battle Calculation routine pointer table
I need another 0x800 somewhere for its other pointer table as well.

Edit: Hey, mind if I grab 0xD15B00 - 0xD16300?

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 what’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 it’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%20Γ.rar

And here’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?

I’m not going to start using it until it’s closer to finished, so I’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 it’s released.

Just want to make sure I don’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. I’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 they’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 I’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 don’t have a backup without this issue, and hadn’t even noticed it until @Crazycolorz5 mentioned it to me. Honestly can’t think of what might’ve caused this bizarre behavior.

Wow, i love the concept!
Probably going to start an hack with this… Maybe i’ll do something for FEE3… if i can…
Anyway, keep up the good work! This project is so awesome!

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I’ll be fairly impressed if you actually do this. Considering it’s being released DURING FEE3 and it won’t even be 100% complete. Maybe for next year’s FEE3 though, that’ll be a thing :slight_smile: