In the GBA FEs, talk and support use up the unit’s action, which is kind of dumb because most talk conversations only exist to provide additional dialogue.
In every FE afterwards, talk and similar commands don’t use up the unit’s action, which is great because most talk conversations only exist to provide additional dialogue.
So what would need to be done to change this and possibly make the Talk and Support commands flash green? My hunch is that it’s easy, but I have no idea how menu commands work.
Was this ever figured out? I’d like to be able to do this as well, but I’m not familiar with ASM. If it wasn’t, would someone mind making a patch for it? It’d be awfully useful in hacks with a lot of talk events.
I think this ended up being trickier/more annoying than I had assumed (it must have been if I didn’t finish it lol). These bites might help:
$080181D0 - Setting turn status following an action
-Tactician character can never be grayed out
$0801824C - related?
$0801CA50 - After exiting Trade window, what action was/is performed?
0x00 = Exit action menu
0x01 = End
0x02 = Attack
0x0C = Talk
0x0D = Support
0x18 = Trade (items traded)
0x1A = Trade (no items traded)
On a related note, is the “supports as events” hack available for FE8 as well? I can’t seem to find it anywhere, but I’m pretty sure this was discussed before.
Not sure if anyone else has had this problem, but this doesn’t seem to be working. I installed the hack with free space at 0xB2A620 and the game hangs, then resets. I tried again with free space at 0xB40000 and the game goes to a black screen.
I’m using the bl macro to branch to free space and return, but it has a limited range of ±4mb in exchange for being very convenient. Unfortunately I haven’t found a good way to make Event Assembler toss an error if the branch is out of range.