now, i love very bear as much as the next guy, but i think there’s also something to be said for
christ, i wish feditor was compatible with the japanese roms. i have a burning need for anything which could possibly explain what these strings were even meant to be
Here are the special tiles that can be read from event data:
00 01 02 03 04 05
Ballista : 01 XX YY BL 00 00
Fire Trap : 04 XX YY 00 TT RR
Poison Trap : 05 XX YY DI TT RR
Instant Fire : 08 XX YY 00 00 00
Mine : 0B XX YY 00 00 00
BL = ballista type, DI = direction
TT = initial timer, RR = repeat timer
You can make fire traps and poison traps only trigger on certain turns. Although I would keep the default timers at 01 01. The game also reads special tile 09, but it has no effect (my guess this was meant to be the spear trap)
FE7 simply refuses to read any other special tile type from event data.
The whole process also takes up quite a bit of space. The routine goes through the effort of determining which types to read and which of the 6 bytes to use (instead of just grabbing them all). I rewrote this routine so it reads all special tile types.
Now the following can be read from event data:
06: Alternating tile changes
07: Light arrow trap
0A: Torch staff beacon (with variable vision radius)
0C: Light Rune (with variable duration)
Special tile type 02 is snag/cracked-wall location and HP. This gets written before event data is read. So, I threw in the ability to reassign snag/cracked-wall HP so they all don’t have to be the same.
I’m going to see if I can add the wall spear trap. I will probably just copy the routine list from instant-fire and swap out the animation routine. This means the trap would do 10 fixed damage instead of that 10-defense thing, but I consider this an improvement. Plus, this way might allow me to implement it without needing to go into free space (thanks to the space I opened up earlier)
Yeah, but the vision range decreases by 1 each turn.
At 02C266 if you change 01 to 00, the vision range won’t decrease but it also affects how the Torch staff operates.
must be a leftover from fe7’s fe6 data transfer screen; looks like its connecting header graphic is in here as well. leaving chunks of the old game behind seems to be a recurring theme with the gba games; as i recall, they actually left fe6’s entire logo in fe7
Hmm, through my hax powers (disabling layers in VBA and MS paint) I’ve deduced that Mystery island is probably just Darkling woods. (pls ignore Vigarde)
Interestingly, this would be slightly inconsistent with what the game says, the game says Neleras Peak is in Darkling woods, but according to glow map and world map icons, it’s actually in Jehanna.
…unless this is just for the Black Temple or sth ¯_(ツ)_/¯
hang on, the caer pelyn banner/glow does actually show upin chapter 11’s opening. i had a feeling i’d seen it before but my memory is ass and it’s been a while since i properly played fe8
Well, the good news is that spear trap is working.
The bad news is that I just learned that in FE6 chapter 21x enemy units don’t activate the instant fire traps or spear traps. In FE7 the instant fire trap is unused but they still removed the enemy exemption. And the spear trap I just added can also hit enemies. Urgh.
In other news, I apparently fixed the bug that makes canto activate after using the Attack or Staff command on traps and destroyed wall/snags.
Well, I rewrote a bunch of stuff, but you can now toggle whether you want instant-fire traps, spear traps, and pre-placed mines to activate on enemies. I mean, pre-placed mines are kinda pointless if the enemy is gonna walk all over them (although potentially hilarious). However, the mines will still halt enemy movement when they move over them (unless they are a flier or thief). I think a lazy solution is to give the enemy character slots in that chapter the morph ability (I don’t think it does anything on its own) and then assign the morph ability to the move-over mine exemption.
Oh, and something else I noticed. If an enemy disables a trap or picks up a mine, there will be no text box surrounding the “disabled trap” or “recovered mine” text. I dunno why, don’t really care to find out. Just don’t put thieves in those chapters.
Yes… but it’s messy and stupid because I’m changing stuff in several places. I eventually need to slap together a complete patch and write event assembler definitions for the new stuff.
I haven’t even looked at FE8. It’s probably similar to FE7 though.
1 2 5 9
Are blank in the jump table for initialization. So someone looking to make a custom trap (cough dragons veins, dibs on 0x1(event 0x2)) can use one of these IDs+1 for their events.
That is, it subtracts 1 from the event type before looking it up in the jump table, so ballista (0x1) in events ends up as jump table 0x0.
Hold on. In FE7, special tile 0x02 is used for snag/wall location and HP.
Destroyed snags/walls become special tile 0x03 (which is used to save destroyed snags/walls in suspend data)
So you might want to make sure that your FE8 dragon vein stuff doesn’t do anything weird with snags/walls (including the break snag/wall AI). Although, I think it will be okay since units normally can’t move onto snag/wall tiles, and it seems the AI searches for snags/walls by using terrain data instead of trap data.
Hey, @Gryz did you ever get any further with this? I kinda want to use some pre-placed light runes for something. Any notes, no matter how messy, would be appreciated.