Amusing ROMhacking Glitches Thread

“Talk to the hand”: The spell animation

It’s like those joggers who take retarded routes because they want their tracker to display a penis or something.

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I use sharex to record to gif, it’s pretty handy and you can link it up to gifsicle to reduce file size by like 90% in some cases

Does that reduce the FPS?

You can choose the fps, i usually record at 30 unless it’s important to have 60

Note that this is at 8x speed.
https://youtu.be/k45xjS08R9M

Intended and not really a glitch but still

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Wait.

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If no one is going to ask, then I will.

Why?

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why not

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https://serenesforest.net/forums/index.php?/topic/43410-what-are-you-working-on/&page=9#comment-4838186


here’s why

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I’ve never had a title screen that looks quite like this…
https://youtu.be/hA6EX4tV1CM
Not sure why it decides to crash right there, but it just does.

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Almost there
EDIT:

Annnnnnnnnd working

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CIRCLES WHAT DID YOU DO?
https://youtu.be/d-hav2uCtDs

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Yet another…

Seriously, though. Does anyone know how to properly disable skirmishes in FE8?

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uhhhh

is this using the latest version?

With the Amelia glitch, It’s pretty recent. This version is right before the fun colored stat labels came out.
Retreating and entering Valni again fixed it.

With the skirmish glitch, I’m trying to fix the debuff glitch with too many units loaded at the same time in a clean FE8 ROM. I’m pretty successful so fat, but to get around the world map, I need to pass through skirmishes. They like to debuff people quite a bit. I was curious if I could disable them altogether. I think I’ll just make each skirmish 15 enemy units. I don’t think I can change how the enemies are loaded in them without ASMing, which I haven’t gotten into yet.

Just separate the unit groups by 16 and load them one by one

Skirmishes work differently, though. Here’s the pointer list of the chapter 4 FE8 events.

PointerList:
POIN TurnBasedEvents
POIN CharacterBasedEvents
POIN LocationBasedEvents
POIN MiscBasedEvents
POIN Dunno1 Dunno2 Dunno3 Tutorial
POIN Traps1 Traps2
POIN Units1 Units1
POIN SkirmishUnitsAlly1 SkirmishUnitsAlly2 SkirmishUnitsAlly3
POIN SkirmishUnitsEnemy1 SkirmishUnitsEnemy2 SkirmishUnitsEnemy3
POIN BeginningScene EndingScene

If I understand correctly, it rolls a 1, 2, or three determining whether to load the 1st, 2nd, or 3rd unit group. The pointer SkirmishUnitsEnemy1 is a unit group.

SkirmishUnitsEnemy1:
UNIT 0x5F 0x54 0x0 0x45 [13,13] 0b 0x0 0x0 0x0 [0x1,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
UNIT 0xAD 0x55 0x0 0x3D [12,14] 0b 0x0 0x0 0x0 [0x2D,0x0,0x0,0x0] [0x0,0x3,0xC,0x0]
...
UNIT