[DEPRECATED] Fire Shell - Prototype Release Topic

How many items does this support? I need to know for planning the pointer tables of Modular Battle.

Iā€™m pretty sure the item table supports 255 items.

Yup! Pulled out a calculator and there is room for 255d items in the repointed item table. (and 192d usable items)

Are you interested in including modular battle in fire shell, or is that too asm-y for the release?

(If you are, could you Give me maybe around 0x1400 space for pointer tables to custom routines and

CLAIMED. I can make do with this little patch of space, since my hacks wonā€™t rely of bl- calls to custom routines.)

Also following with your modular vision, maybe instead of uninstall, we can make a Python or Java application where you can check the features you want and stick in a clean FE7 rom and it builds the version youā€™d like with the features you selected? Just a thought; though weā€™d have to make sure none of the features cross, your current remapping of stuff should workā€¦

For sure. Iā€™d love to include the modular battle routine.

Sorry for taking too long to check. Fixed them. (just need to change 3 byte.)
[spoiler]27400 into 31, 2742A into 00, and 2743A into 32[/spoiler]

@icecube: THanks for that. Works like a charm!

Also, while I was meditating under the forest I figured Iā€™d rebuild the first chapter of Exalted Legacy in FireShell, just to see how it actually felt to use.

Iā€™d say it went well enough. Got a damn bIOS error for importing a blue-haired moving Eliwood map sprite cuz wut?

And also for @icecube, the crit 0 effect isnā€™t working when applied to the bronze weapons for whatever reason?

Setting something to 0 or 100 is probably one of the easiest things to do with modular battle; I did that with the prototype hit a while back.

Am I seeing an axe armor sprite in that image?

Itā€™s a redone lance armor by @Agro. You can find it here with his other custom map sprites.

. . . guess i really am just incompetent cause i cant get a proper map insertion ;_;

The map, map changes and event entries arenā€™t dropdowns anymore, and the C9C9CC table now has freed up entries starting in the 0x40 range. Just make sure that those correspond and it should work out fine! Just gotta use the modules provided instead of the defaults.

@Arch: The value of 08BE2EF8 (09008700) must be changed into new transform table (08BE2D30)

Thanks for double-checking my sometimes-shoddy installations, hahah. Forgot about the spell weapons edit.

Something Iā€™m planning to include in the next release:

  • Pre-installed event routines to control the gameā€™s current mode (with macros to toggle between Eliwood/Hector and Normal/Hard).
  • A routine for IFAT/IFAF that checks whether the game is in hard mode or not. You can already check Eli/Hect modes with IFHM (IF Hector Mode).
  • Nightmare Modules (if possible? - I think it is) to toggle the gameā€™s starting mode byte and tactician input.

Any other suggestions? Iā€™ll also include @CT075ā€™s battle music hacks when he revisits them.

Need these written, or do you already have them?

I donā€™t have the latter.

I wrote the check for hard mode routine. Iā€™m going to put it in my dump of asm stuff.
[Also, donā€™t forget about this potential issue][1].
[1]: IFAT; IFAF issues

Finally trying this out.
And whoa, @Arch, that Dracomasterā€™s hand axe animation is messed up.
By messed up here, I mean it freezes if they double.

Edit: So is the selected animation for the Wyvern Knt

BE1000 - BE2000: Modular Battle Calculation routine pointer table
I need another 0x800 somewhere for its other pointer table as well.

Edit: Hey, mind if I grab 0xD15B00 - 0xD16300?