Teq's Minor Assembly Shenanigans


Should be fixed; I made B/W/L only show up when displaying stats. Go ahead and redownload it.

4 Likes

It seems that I found quite the significant bug with your Capture system.

The game softlocks when moving next to a unit that is currently rescuing an ally unit (captured units are fine, npcs are untested). I guess you messed up something in one of the command checks?

Found while working on the POE, tested on a clean build including only your patch (to confirm the bug).
Voilà voilà

Fixed. Had a pop after a branch rather than before, meaning the stack was misaligned.

Ok, I found another bug with the Str/Mag split patch.
After a support conversation, the magic stat of the characters in the conversation increases:
(Before Support)

(Support)

(After Support)

Please, can you help me with this?

Go ahead and redownload it. If you’ve already made changes to the tables for bases and stuff, the only thing that was updated was Autolevelling and Saves/Autolevel and Save EA.txt, so you can just copy that file over.

What happened was that it was believed that byte 0x39 in character RAM data wasn’t used, so Brendor and I used it for our splits. It turns out it is, in fact, used; it’s a bitfield whose bits correspond to each support partner, and is set if you get a support with that partner during a chapter so that you can’t get two supports with the same person in the same chapter.

Rather than rewriting the split to use another (theoretically) unused byte, which would have been long and painful, I opted to move the offending bitfield instead. It uses byte 0x1C, which is also theoretically unused. I haven’t rigorously tested it, so let me know if there’s more issues.

If you find an issue (ie, it seems byte 0x1C is used for something) and are feeling brave, you can open Autolevelling and Saves/Autolevel and Save EA.txt, go to line 30, and change 0x1C to either 0x3A or 0x3B (both are also of unknown use) and see if that fixes the problem. Be sure to let me know, so I can update the main file and my notes.

3 Likes

It seems that it’s fixed now. I’ll continue testing and if I find another I’ll post it here.

Oh, and there is a bug in the arena.
It’s not that harmful, because you can exit the arena by pressing B, and it only occurs if the unit has equipped a magic weapon before entering the arena.

What exactly do you mean by ‘magic weapon equipped before entering’’? I tried to replicate it by:

  1. Having Marcus wield a light brand when entering the arena (unsurprisingly, this works fine).
  2. Give the iron sword the ‘is magic’ weapon ability (0x2), wield light brand, and enter arena (using the sword as a weapon). Also worked fine.
  3. Have Marcus equip the iron sword (still magical) and use it as a weapon. Also worked fine.

Better tech support than people would ever get on a Microsoft support forum.

Or, should I say… Teq support?

2 Likes

Here’s the data of the sword (and every magic weapon in my hack):

The only item equipped:

The result:

And it happens with any class/character

I suspect something else is interfering somewhere, because it all works fine on my end. Can you shoot me a patch for your rom and a save, please?

Problem has been finally resolved.

Explanation: The battle struct has, amongst other things, your currently used weapon. 99.99% of the time, this corresponds to the equipped weapon (the one that gets the little E on the inventory screen). The one glaring exception to this rule is, of course, the arena.
The game wants to know what kind of animation it should display, so it checks the equipped weapon, rather than the used weapon, to check whether weapon ability 0x2 (magic) is set. Usually, this works fine, since they’re the same thing. However, if the equipped weapon is a magical wind sword, and the used weapon is a decidedly un-magical iron sword… well, I think you can guess what happens.
This problem would exist in vanilla FE as well if hybrid classes existed by having a unit wield a tome but have a higher physical weapon rank. Then again, I guess the melee/magic fix wouldn’t be necessary if this were the case, would it…
TL;DR: IntSys sucks.

Something I’ve wanted for some time is to know battle statistics without having to have combat animations on. I took a leaf from FEXNA’s book and implemented this:

Pics, 'cause it happened

https://gyazo.com/cf281b37ea158c253450f6ccb4aa51af.png
https://gyazo.com/ffe34cf5ffdafb8b7fe6ff025bc3c183.png
https://gyazo.com/ec5180f00937fef8f426141ff6a07448.png

Download here.

Major thanks to Eliwan for doing the stat name graphics.

Notes:

  • If you weren’t aware, AS stands for attack speed. If you’re using a staff, AS doesn’t matter, so it’ll show --.
  • If you see one or the other character get completely covered by the box, let me know. It’d be extremely helpful if you have the y coordinates of both characters relative to the camera, not the map (ie, top left corner is 0,0). If you don’t know how to do this, get me a screenshot.
  • Likewise, if I forgot any interactions (for instance, I haven’t tested scripted fights at all), let me know.
12 Likes

Fixed a couple of glitches with the above hack; now healing from terrain and taking poison damage will not show the extra stats. In addition, I’ve added a catch-all to ensure the box always appears somewhere on the screen; the possibility of having it completely cover one or both of the combatants is just something that will have to be dealt with, alas.

EDIT: Also fixed a glitch in the Stat Colors hack that made the game hang in the link arena while looking for chapter data that doesn’t exist.

2 Likes

Regarding FE7’s Str-Mag Split:

When I try to apply a stat bonus pointer to a weapon to increase a unit’s magic when holding the item, the game shows the stat has increased but still treats the stat as though it hasn’t. The other stat boosts are applied just fine, and the magic booster (item 0x98) is operating as intended. I applied the split to a clean ROM to see if I messed up something, but I still get the same results. Any idea what the problem could be?

Just to clarify, are you saying that you have a weapon with a magic bonus, and the display works fine on the stat screen, but the boost doesn’t seem to be added in the combat calculations?

Yes, that is correct. The +Stat is shown on the Mag bar in the Personal data screen, but the stat change is not read on the items screen or in damage calculations.

Good catch. Go ahead and redownload; it should be fixed.

Wonderful! The magic bonus is working just fine! Thank you very much, Tequila!

Hi Tequila, I’ve been using your FE8 Capture ASM in a hack, and I’ve noticed three issues.

First, attempting to trade with a rescued blue unit causes the screen to glitch and eventually softlock.

Second, I don’t know if this is being caused by a conflict with another ASM I’m using but sometimes a unit will get random stat bonuses on their status screen; attempting to attack in this state softlocks the game, but this can be avoided by having the unit equip a different weapon.

Third, one of my chapters is set to have infinite reinforcements until the player clears the map, but with the Capture ASM installed they eventually stop spawning even if the enemy cap hasn’t been hit yet.

If you need more information let me know. Your capture ASM is excellent and I’d love to keep using it.

4 Likes

Not sure if i’m just being derp and forgetting something but when i try to patch your talk and growths master patch it gives me this error:
1 errors encountered:
File Display Growths EA.txt, Line 27, Column 2: No code named callHack_r1 found.