Hi there, I’m Eebit! This is a thread that will contain things that I’ve made.
I’ve created a GitHub repository where I’ll store my stuff as well. Thanks a lot to Nat for making it super easy to set up a build system!
Progression-based title screen BGM
Details
This hack allows you to set the title screen BGM based on a permanent flag being set in any save file.
Right now, the base behaviour is that it will check each save file for the following permanent flags (which can be extended in TitleBgmByFlag-Data.c
).
It stops searching save files/flags when it finds the first flag in any file that matches in this order:
- 0xB4 (“Guide - Viewing Units”) - Sets title BGM to song ID 0x06 “Grim Journey”
- 0xE1 (“Guide - Save”) - Sets title BGM to song ID 0x05 “Treasured Memories”
If no save file has any of the listed flags set, it’ll default to song ID 0x43 (default title screen music).
I should also note that currently, this doesn’t change anything about the “extended” title song that plays when the opening intro animation is finished.
7743 has graciously made this into an FEBuilder patch with an editor, which makes it much more accessible for those using FEBuilder. Search for “Change the BGM on the title screen with a flag” in the patches list:
Multiple Map Anim Transformations
Details
Originally requested by Alice: Is there a way to have multiple classes that transform with battle anims off? - #2 by Eebit
With this hack, you can define a list of entries in the following data format:
Multi Transform List Entry:
+0 | byte | item ID that will trigger transformation
+1 | byte | class ID that will trigger transformation (use 0 for any class)
+2 | byte | class ID to transform into
+3 | byte | padding
+4 | word | pointer to palette for the moving map sprite
For example, if I define the data in the following format:
#define ManimTransformEnt(itemId, sourceClassId, displayClassId, palette) "BYTE itemId; BYTE sourceClassId; BYTE displayClassId; BYTE 0; WORD palette"
#define AnyClass 0x00
gMultiTransformManimList:
ManimTransformEnt(Dragonstone, Manakete_2_F, Manakete, 0x089A8F74)
ManimTransformEnt(Rapier, EirikaLord, Bael, 0x0859EEA0)
ManimTransformEnt(SteelLance, AnyClass, DracoZombie, 0x0859EEA0)
ManimTransformEnt(-1, 0, 0, 0)
- A unit with Myrrh’s vanilla class wielding a Dragonstone will transform into class 0xE (as in vanilla)
- A unit with Eirika’s Lord class wielding a Rapier will transform into the Bael class with the Link Arena palette
- A unit with any class wielding the Steel Lance will transform into the Draco Zombie class with the Link Arena palette
FE7 Quintessence Stealing Effect
Details
I finished decompiling the quintessence harvesting effect for the FE7J decompilation by @Mokha, and ported it over to FE8U.
This is the event script for the GIF attached, which mostly approximates Lloyd’s death cutscene in FE7 Chapter 23:
ASMC StartQuintessenceStealEffect
STAL 32
ASMC ArchiveCurrentPalettes // (FE8U:0x080134D4)
SOUN 0x125 // Nosferatu steal SE -> can be replaced with FE7 sound effect
ASMC FE7J_EventE5_Sim_Type_A
ASMC FE7J_EventE5_Sim_Type_B
ASMC FE7J_EventE5_Sim_Type_A
ASMC FE7J_EventE5_Sim_Type_B
ASMC fe7j_sub_80121FC // Wrapper for WriteFadedPaletteFromArchive (FE8U:0x08013550)
ASMC QuintessenceFx_Goto_C
STAL 16
ASMC EndQuintessenceStealEffect
There are a couple minor inconsistencies that I’m hoping to iron out eventually. For example, the map sprites blink red (which I don’t believe happens in FE7), and the sine wave effect isn’t a 100% match to the original FE7 function. It’s close enough that it shouldn’t make a huge difference, however.