FE8 Exp By Action
This is a simple hack that lets actions like stealing and summoning award their own exp value instead of sharing an exp value.
Source Code:
This is a simple hack that lets actions like stealing and summoning award their own exp value instead of sharing an exp value.
Source Code:
Small bug fix for entering and exiting the battle forecast quickly causing graphical issues.
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Does your “FE8 Battle Forecast Fix” make sense for vanilla?
I tried to reproduce it with vanilla ROMs of FE8J and FE8U, but I could not reproduce the glitch.
I kept pressing the A and B buttons alternately for about 20-30 times, but the glitch did not occur in vanilla.
On the other hand, with a ROM with SkilSystems installed, I was able to reproduce the problem.
Is this a SkilSystems issue?
Or is this a bug that can occur in vanilla with a low probability?
This bug does occur in vanilla, but it’s very difficult to pull off, even if you’re trying.
Here’s a video of Sme making it happen with a script:
I also managed to get it to happen after being very fast with my inputs:
It’s easier to make this bug occur in the skill system because the battle calculations extend the window of time you can press B to trigger the bug.
In vanilla, it’s a 1 frame time window.
In the skill system, it’s roughly a 4 frame window.
The fix for this was simply to call Text_ResetTileAllocation
during the B press routine for the battle forecast menu.
In Fire Emblem 8, there exists a bug where canto doesn’t work after entering the trade/supply menus, backing out without performing a trade or using the convoy, and having the attack command highlighted (See gifs). This is because spaces moved gets set to 255.
The core issue has to do with the attack range preview interfering with how the game decides how far you moved in the turn.
There is, however, another contributing factor.
The game has a system in place to keep track of what actions were performed so it’ll know whether or not to refresh the spaces moved value. It just doesn’t have backing out of a trade/supply use set as a condition.
This hack adds a new condition specifically for when you back out of trading or using the supply.
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This is a modification of @Tequila’s Show Heal Amount hack that makes the green numbers glow.
FE7 version Source Code:
FE8 version Source Code:
This hack allows you to limit how many of each item a player may purchase.
These limits apply globally to every shop in a chapter, and may be set by the chapter.
Installation and usage instructions are in the github.
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Small bug fix update for Show Heal Amount:
There was a bug where, if you see a heal preview with glowing green text, then go into an animated battle, the weapon rank increased popup would glow green.
The fix for both versions have been pushed to the repository.
There’s also an address for making class names fit 9 nine tile names in the stat screen. (Mostly useful for names that are a couple pixels over the 8 tile limit.
Example of vanilla behavior:
Edit: It’s come to my attention that there doesn’t seem to be a public release for this, so…
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I remember you gave me the inline byte for class name width a while ago, but for some reason it didn’t seem to work then. I just tested it with my project now, getting the same result, but then I tested it on a Skillsys-less ROM and it works as intended.
I’m sure MSS pulls the class name width from some other source (which I still need help tracking down), so it’s worth mentioning that this inline change only works in the absence of Skillsys.
The cause for MSS cutting the text off is every page clearing the text in that section using swi 0xC
.
Removing or commenting them out makes the text width work as intended.
Vanilla doesn’t do this and I 'm not sure why it’s in MSS.
Here’s a link to a discord message in the FEU server about it:
As usual, you were right. But in this case I wasn’t entirely wrong. Last time I asked about this I commented out the swi 0xC
in mss defs as you said, but there was still no change in the stat screen.
That’s because I forgot that the strmag split folder has its own mss defs file that I had to change too lol.
Anyway thank you so much! Now I can finally live out my dreams of Thaumachine
not getting cut off by one pixel.
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Source Code:
Would it be possible to make it so that this works based on a flag rather than always?
Yes. The source code can be edited to check for a flag.
However, you’d need to add the same check to the functions that handle popups (you can find their addresses in the installer).
Functionality has also been added to change the location of item stock RAM space in the installer.
Source Code:
Could you do a tutorial on how to use this sometime? The code is a bit confusing
What parts confuse you?
The structs in the readme are very… technical. It’s not entirely clear how to use them. And I’m not entirely sure if I have to just install it to use it, or edit something beforehand.
It would just be nice to have it explained in a more approachable and easy to understand way. “X does this, Y does that”, “If you want to show A, you have to write B here”. Something like that.
Did you read the installers? They have instructions in them.