Arch:
Change Animation 1 & 2 to both display backgrounds. 1 is normal animations, 2 is animations on player phase only. Nintenlord has documentation on hacking these options for The Last Promise’s DS backgrounds.
@Venno has already accomplished this, with intent to replace the solo command as well, which frees up a byte of memory for character data.
How’s the addition coming along, @Venno ?
And
Is there such an option? Arch, do you mind sending me a rom or something of the prototype so I can look for where the danger thing is?
Venno
July 28, 2014, 4:10am
67
I haven’t gotten around to messing with the Solo option yet; adding an option or two in place of it is fairly simple, but I don’t know how to set up the menu to remove the A-button prompt on Solo or the solo menu, nor adding fifth option on the menu. UI isn’t my area of expertise. Plus I’ve been occupied with other things (like figuring out what the AI bytes do!)
CT075
July 28, 2014, 6:29am
68
i should probably mention that i’ve actually been sitting on the “unit surrounded” conditional for a while; the only reason i haven’t released it is because i’m too busy obsessing over my new patching format
1 Like
I added a silly theory idea to the list, I got the idea from all of this weapon modifications I’ve been seeing around these parts :o
Well, here’s the thing, I intended to do something like this, but it would have just resulted in waaaaaaaay too many pointer tables (I have enough as it is). Though if you just want one specific class modded, I could do that for you, but to incorporate in a general manner would be unwieldy.
Arch:
Modifiy how the Delphi Shield works, instead of calling a list of effectiveness, have the item call a list of classes to protect instead(possibly support having more than one as well?). The issue witht he current version is that if you have, say, the Cleave Bow(effective vs Armors/Pegs), Pegs will not be protected with the shield although they will be safe from typical bow effectiveness. The only knowledge I know regarding it is that the location that lists the offset of the effectiveness list is at 0x80168A0 ~@Dancer_A
Should be very doable; I’ll just have to step through the original routine to find out how it uses that list. ~@Venno
Where the game calculated effectiveness. ~@Crazycolorz5
@Venno , are you still doing this, or should I take care of it?
I mentioned the general manner more or less for the community, but I did have specific classes in mind and not a table for my own project. Should I take this to pm’s or…?
Yeah, go ahead. Just stating my issues with making it a general thing. Tooooo many tables :(.
Venno
July 28, 2014, 10:41pm
74
Oh yeah, I’ve finished that thing. You can find a link to the download here . FE7 only, but I can port it to FE8 if anybody wants.
Arch
July 29, 2014, 8:56pm
75
AI Modifications:
Being able to define usable healing items (they currently only recognize Vulnerary and Elixir’s item IDs). ~@Arch
Addressing this question/request about seize throne AI. ~@Arch
Teaching enemies to handle cavaliers moving after attack. ~@Arch
Added a new section to the list.
1 Like
Agro
August 12, 2014, 12:11am
78
Added this. Can’t believe I hadn’t thought of it before.
idk I thought of this last night in my internetless room
also
Arch:
Being able to increase/decrease stats on command. ~@AgroThe actual increase or decrease of stats shouldn’t be difficult, but making the popup telling you “defense increase” or whatnot is going to be a pain~@Crazycolorz5.Better than nothing, I guess. If anything, one can always use the brown text box or otherwise to display the same information. ~@Agro
Has this been solved already? I was trying to see if I could use this as well.
dancer_A:
Arch said:
Having luck affect level ups maybe? Something like –> this thing here I don’t have a clue how balanced this is obviously, but it’s a thought. ~@dancer_A
idk I thought of this last night in my internetless room
Should be relatively easy if I can find where it calcs level ups.
CT075
August 12, 2014, 7:27pm
81
i have a routine that ups stats and shit but you should probably do the whole text box thing for yourself
Arch:
A condition to check if unit X is surrounded by other units (theoretically possible through events but not without some huge gigantic AREA event shenanigans) ~@AgroPossibly difficult, is there any knowledge on how the coordinate–>unit deployment number array is structured? I can kinda figure it out if I know certain things, but it seems to expand the map? Help, @CT075 ? ~@Crazycolorz5
it wouldn’t be too difficult to brute-force an algorithm, but i have no idea if there’s an existing “is square occupied” routine ~@CT075
Well the thing is, there’s a location in RAM(I can dig it up if need be) which keeps a 2-d array of map position to the unit’s deployment ID that occupies it. It’s just that it seems to have dimensions larger than that of the map, which is odd. Figuring out how its stored though would make this easy. ~@Crazycolorz5
I wouldn’t know ~@Agro
is this a 2-D array or an actual associative data structure (ie a dictionary)? Either way it would probably be a pretty trivial task to just scan it and keep a list @CT075
It appears to be an actual 2-D array. ~@Crazycolorz5
Here’s a thought: With an AREA event, we can have easy access to the unit data of whatever unit finished moving. We can keep a running array of boolean values that is updated every time a unit ends its move. Then, we can just check if that boolean array is all true. @CT075
It’s not very elegant… Also we could do a lot of other cool things if we know how it stores where the units are. ~@Crazycolorz5
I think I have this figured out – it is just a 2-D array, but it’s fairly simple if we just access it through, like, the actual pointers? Rather than trying to index it ourselves. It’s just that it seems to allocate the space in a weird way, but I think the pointers are fairly straightfoward. (Or at least, the FoW 2d array is simple and I may be misremembering the unit map… but I think it’s doable)
Totally done, or at least we know which bytes to change. [FE7] The Official AI Documentation Thread - #16
CT075
August 23, 2014, 5:05am
84
Crazycolorz5:
I think I have this figured out – it is just a 2-D array, but it’s fairly simple if we just access it through, like, the actual pointers? Rather than trying to index it ourselves. It’s just that it seems to allocate the space in a weird way, but I think the pointers are fairly straightfoward. (Or at least, the FoW 2d array is simple and I may be misremembering the unit map… but I think it’s doable)
i have been done with this for months, it’s just that i wrote it with my new assembly patcher specs and i haven’t gotten around to writing the patcher
doc link
there’s a plugin for modular battle that makes use of this, and you could probably screw with the “finder_func” that exists somewhere else in that doc to finish up the event command
Brendor
November 7, 2014, 7:14am
86
1 Like