the patcher is just a fancy way of writing the data in verbatim; the first line is always metadata (hextator’s doc has a good description of it) but everything else is up for grabs
good on you for the patch, though; i will probably end up hijacking that offset to make a better version (aka making the custom asm not suck)
Having some trouble assembling impl.asm, it gives me the error:
L:\Fire Emblem Hack\ASM\impl.asm: Assembler messages:
L:\Fire Emblem Hack\ASM\impl.asm:32: Error: branch out of range
readelf: Error: 'impl.elf': No such file
C:\devkitPro\devkitARM\bin\arm-eabi-objcopy: 'impl.elf': No such file
Could Not Find L:\Fire Emblem Hack\ASM\impl.elf
Press any key to continue . . .
The offending line seems to be GNM_CALL 0x08068140
which is a macro for bl \address - (GNMH_HOOK_ORG + (FILE_ST - GNMH_HOOK_ST))
The offsets for FE8 were easy enough to find - I think. I don’t know because I can’t actually assemble it to test.
There is only one thing that I’m not happy with the character-based hack.
The fact is that it has higher priority than boss themes or generic enemy themes.
Is it possible to find a workaround where the character’s theme plays only during the player phase, while having the generic enemy theme during the Enemy Phase when the character is attacked, and always having the boss theme in both Phases?
tl;dr Giving the character’s theme the same priority as any other allies’ theme
If you give an enemy a personal theme it should have priority over a player’s personal theme. As for making it player phase only, it shouldn’t be too hard.
at the moment, any non-generic enemy theme will override any player theme
i’ve been meaning (for a while) to go through and clean it up and add, say, priorities (as these were the first and second ASM things i’d written ever), but I haven’t had the time