Ok wtf?
I was memory hacking some statuses with the help of @Crazycolorz5 , when I suddenly tried 0x59 and…
This happened:
Whoa. Could we use this to create a new status? Something like, “halve Skl and Spd when Sick/Cursed” a là Rescue stat drops?
Edit: Upon further inspection (please note that this is for FE8):
1 - Poison
2 - Sleep
3 - Silence
4 - Berserk
5 - Attack
6 - Defend
7 - Crit
8 - Dodge
9 - Sick
A - nothing
B - Petrify
C - blank status (seems a dummy Petrify, can’t move and the unit is greyed out)
D - Petrify (again?)
E - blank status (seems a dummy Petrify, can’t move and the unit is greyed out… again?)
F - Glitchy. Stalls game upon seeing the status screen. And fucks up everything, erm…
While under the dance ring effects, japanese text is displayed in the minimug:
We’re still investigating whether this is text or graphics, though.
Yes I would like those notes please. I was thinking of just modifying the getters, but that wouldn’t have the fancy down-arrows rescue has. So yeah, those notes would be helpful please, thanks.
Leg bind sounds like it could be a bit of work.
Arm bind is a simple modification to the “can I equip this” routine, which I could add to venno’s array lock code.
Death can be done with a small modification to poison – “Do poison damage if death’s last turn or poison. In the case of the former, damage = currentHP”
FE8:
8087244: lsr r1,r1,#0x1 cuts skill cap in half
808728E: same as above for speed
8019204: asr r0,r0,#0x1 applys skill penalty (combat)
8019244: above for speed
8087228: lsr r1,r1,#0x1 applys visual skill penalty
8087272: lsr r1,r1,#0x1 applys visual speed penalty
80883b8 mov r1,#0x10 change #0x10 to #0 to make arrows go away
and also in case you didnt know, the high order nibble determines the number of turns for the status to last for and the low order nibble is the status so 0xA1 is poison for ten turns
I still need to do the speed part, but that’s basically copy-paste with 1 thing changed.
Uhm, the mini-map text doesnt’ display properly, I think… maybe check out the text slots used for sleep, berserk, etc, and stone.
And yeah, graphics are going to be the toughest part. I may be able to fool the game into using the poison animation though.
I’d imagine all you had to do is find where the game checks if the 0x10 bit of the turn status is on and add the additional if status effect =9
Not too hard. How were you thinking of inflicting the status? Weapon? Staff?
Any chances on getting these implemented with a patch? XD
I see you managed to make Sick work last year, @Crazycolorz5, but never released it…
Arm Bind and Pain would be nice too (and easy to implement, as you said); Leg Bind may be complicated and not really necessary.
Death is dropped because stupid in an FE game.
Fa’s route revolves around status conditions so it’ll be important to implement those so that I can betatest the difficulty and gameplay properly.
Okay let me make a todo list of stuff to completion:
[] Figure out where the text ID for “Sick” is located.
[] Figure out where the minimug graphic for the statuses are loaded
[] Write the speed lowering part
[] Make a patch