Venno's small ASM hacks and notes

@Mikey_Seregon, I figured out what was causing your problem with generic enemy weapon ranks…when autoleveling an enemy, if the game determines that a unit can’t wield a weapon that has no locks and is of a weapon type they have a nonzero weapon rank in, it will set their rank in that type to the weapon’s rank.

The check for whether a weapon had no locks didn’t account for my lock system, so, assuming that the unit just didn’t have a sufficient weapon rank, it would overwrite the unit’s weapon rank with the rank of the array-locked item…which could lower your weapon rank.

Anyway, to fix this make the following change:

FE7:
-$17ABC: Replace 00 3C 3D 00 with 00 3C 3D FF

FE8:
-$17FC0: Replace 00 3C 3D 00 with 00 3C 3D FF

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Is it possible to have an FE8 version of this? :slight_smile: I’ve always found it obnoxious that units needed to be in adjacent tiles to get support points in GBA FE.

Sure! Paste 0328 04DD to 0x0284E4 to have the same effect in FE8.

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I made a thing. Little install modules for the support distance and FE9 support hacks.

Mostly so I could put them in the FireShell package. Tiny little “hack install” modules are nifty.

Creds to @Icecube for coming up with it.

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(Note: The following is included in the current release of the effectiveness rework)

If you’re using my effectiveness rework for FE7, you’ll have a few free bytes in item data; here’s something to make weapon effectiveness vary by weapon. Paste this hex to $28B40 and byte +0x11 in item data will be that weapon’s effectiveness factor; if the value there is 0 or less it will default to 1, so you only need to change items that you want to be effective against certain classes.

05D13088 EEF7CCFB487C0128 00DA012014242C57291C5A310A88424310190880

Source

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Another small thing, this changes the staff/item healing formula to heal based off of the staff/item’s Might byte in item data instead of hardcoded values of 10,20 and 80.

Also included is a version that divides your magic in two before adding it to the healing value and provides healing bonuses for having C/B/A/S rank Staff, for those of you that want staves in the FE12 style. The default bonuses are 1/2/4/8 extra HP healed.

Additionally, it frees up 340 bytes in the region by virtue of not using a humongous pointer table.
To install, paste write the .dmp file at 0x16B68 for FE7 and 0x16FB8 for FE8.

Download (FE7)
Download (FE8)

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Hey Venno, how about a version that adds MAG and RES and divides the value by two before adding to the item’s power byte?

This is great too, I’ll definitely use these if I can get an FE8 version. Solves some balancing issues I was having with staves.

You made sure to use the getts for boosted/efffective Magic, right? Not just loaded right out of the unit struct?

Of course! Just like the original routine.

@Arch, the link for the modules is down. Could you reup this please?

Update - added an FE8 version of the item might-based healing mod.

For those of you that want chapters without the main lord in them, here are two small hacks which remove some of the bugs related to that: the autocursor and the status screen. Normally these focus on the first member of your roster, whether or not they’re deployed; this code instead has them focus on the first deployed character.

Link (FE7)

People hacking FE8 have it much easier; just write 21 E0 at 0x3325A, and both problems will be fixed!

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New hack for FE7 (but easily ported to FE8/FE6 as well) that makes the length of statuses applied by status staves dependent on the level of the caster; the maximum length is still 5 turns though.

Download (FE7)

I wonder how many links you’re allowed to put in a single post…the OP is getting real crowded now.

whats the formula?

Exact formula is:

Level 1-4: 2 Turns
Level 5-9: 3 Turns
Level 10-14: 4 Turns
Level 15+ : 5 Turns
Promoted users will make their statuses last 5 turns.

I suppose this would be a bit more complicated for FE8, right…?
It would outright solve most of my problems. T-T

I’ll take a look for FE8 - shouldn’t be too tough to make it always use the Skirmish system for determining the leader.

That’d be awesome, thank you so much.

Meanwhile, I’ve made a system for items that modify a character’s growths when held - much like FE5’s Crusader Scrolls, both positive and negative growth modifiers can be used.

This hack uses one of the unknown bytes in item data, and makes use of an item’s stat boost pointer; an item set to modify growths will use the first nine bytes of its stat boost as stat boosts as normal, and the following seven bytes will be read for growth mods, for 16 bytes total for the stat/growth boost array for a growth modifier (normal items only use the regular 9 bytes, as before)

There are two versions of this mod - one which allows multiple growth-modifying items to stack their effects, and one which does not. Both of them install in the same way.

Download (FE8)

Thanks to @Crazycolorz5 for his shortened level-up routine that I used as a base for this.

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