[GUIDE/DOC][ASM] "Procs" (or 6Cs, coroutines, threads, fibers, funky structs, whatever) (8)

Procs (aka 6Cs, coroutines, threads, fibers, funky structs and all of that) 6Cs? more like "sexies" I am right? I agree, 6Cs are the best. So are coroutines & threads & funky structs & fibers. In fact, in the context …

The FEUniversity Initiative: Tutorial/Doc Request Thread (13)

Greetings comrades, In an effort to improve the forum's directory of information, @CT075 and I are starting a new initiative: FEUniversity. As the community has grown and discord became the prominent method of comm…

[DOC][ASM] "Conventions" (5)

ASM Hacking: "Conventions" This is for people that have basic understanding of ARM/thumb ASM and its concepts, but want to know more about how to integrate it with the game's code/other people's code. This is also for…

[FE7/8] Conversation groups (2)
Sound Room Song Length (1)
[FE9] File structure notes (1)
GBA Hacking in C (2)
GBA start routine and global variables initialization (1)
GBA Development in Other Languages (1)
Information gathering for Game Playing AI [FE7] (4)
SRPG Studio RTP Class Tree (1)
[FE8] EID glossary (10)
[GBAFE] Battle Animation Sound ID List (1)
[FE8] Text code reference (3)
Memcpy (1)
[FE8] Using CGs (9)
[FE7] Sound Room Pointers (6)
[FE7/FE8] Allow Forced Units to change their Starting Position (2)
Function Library (1)
Weather Graphics Priorities [FE8][FE7] (5)
[FE8] PSA: Autoleveling Prf Weapons (3)
[FE8] Prep Shop Markup (4)
[FE8U]Removing the class bitpacking to allow for 255 classes (10)
[DOC][ASM][WIP]Procs: the FE5 version (3)
[FE8] Tactician naming (9)
[GUIDE/DOC] ASM Hacking in C (with EA) (13)
[FE8] "Help" Command & Permanent Event IDs (2)
Adventures of FE1 (13)
[FE7] Talk-to-lord AI Notes (3)
[FE8] Remove Arrow Wiggling Advancing RN (3)