This is my first time posting a topic here while using this particular software so I apologize if this post ends up not being formatted properly or hard to read.
Thanks to @icecube and @Brendor’s discoveries in their FE8 class expansion patch and Battle Animation topics respectively(I’m not really sure how to link them), unless I am mistaken, it should now be possible to add in almost every GBA FE class plus many of the new ones we’ve seen over the years such as the SNES armor knight classes and Halberdier. Due to how the classes are formatted, the only GBA classes we can’t add in yet are the Fire Dragon from FE6 and FE7 and the Dark Dragon of FE6 I think? Fa can technically be added in at the cost of Myrrh’s transformation, though Fa can still be added if you don’t mind not having a transformation animation I believe. With the addition of Team UNDERTROLL/ @Venno’s discovery in regards to expanding the portrait array, we can also add in more class cards for these classes as well.
I managed to test out both the patch and method of animation expansion today, and I was able to test that both work (as long as you also remember to change the class number, which I forgot to do at first for @icecube’s patch…).
This first image takes a class slot that normally would not work in old FE8 class expansion, class slot 0x82. For demo purposes, I just copied the FE8 class table all over again, so this class is just Eirika’s class with Ephraim’s standing sprite(note the class number is wrong in the nightmare images because I took them before realizing the mistake).
This next image is meant to show @Brendor’s class index expansion discovery working properly. At index 10A in the class array, I added in Hector’s animation(originally I did Lyn at 100 but that didn’t resize the array unlike 10A did). The row where the mouse points to the custom animation code format thanks to Arch’s new module. That 0A 01 you see in the third and forth byte line are where the animation is set as it should be. And the nightmare screen next to it is the same class spot showing that the animation has been repointed for the class.
Finally we have a picture of vanilla Eirika’s class for reference. If icecube’s patch does not work, we’d see Eirika become this class again instead of the new one with Ephraim’s map sprite.
These three images below show the class working just fine with new animation. The image where the map sprite disappears is because I didn’t set 0x82’s movement sprites so it just goes to blank.
I only realized while typing this post up I could make a video to better showcase icecube’s patch, but it does indeed work.
With all this, we should now be able to add in full support for all GBA classes plus more in FE8. I’m not ready to show anything off for it just yet, but I have gone back to work on my old hack Sun God’s Challenge so I was planning on making something like this anyway for that hack. However I figured I should take this a step further and add full support for all, well, everything and release it publicly.
The goal of this topic is to:
Check that I am correct in my assumption that we should be able to do this
Discuss where to place and how to organize this new class table+animations/text/map sprites (both in the array and space wise in a rom)
Decide what stats to give each class and what they should promote into.
For classes that are missing sound effects in FE8, ask if it should be possible to port most of them over and what would be the best method to do so.
I don’t know how to really use Nintenlord’s movement patch. I’ve never been able to figure out how to get new sound effects to play (other than for mounted units since I think giving a class the mounted move again skill gives them horse sounds be default?)
I think there’s something else I need to ask and check, but can’t remember right now, along with things I may not have thought of so please add anything I may have missed.
I’ll personally do all the labor work for this. I believe this should only take… a week for me to do depending on how fast we might be able to reach a conclusion on organization? Maybe less?
My initial thoughts on organization are as follows:
The vanilla FE8 table will remain the same and all new classes will be appended to the bottom of the table. I recommend all new classes be ordered alphabetically.
In regards to inserting new animations, I also recommend ordering them all alphabetically.
Not to sound like a broken record, but new map sprites should also be added in alphabetically.
For space management, I was thinking of just applying the FE8 all instrument’s patch, using the space from 0x1000000 to where the patch begins for FEditor, and then placing all the map sprites and sound effects below that. This gives FEditor control of range 0x1000000 to 0x11c39ff for a total of 1c3a00 bytes. I think this should be enough space for most users purposes yes?
Uhh… I think that’s everything I can think of for now. I’ll also add in all the spell animations to. Those will also be done in… alphabetical order.
tl;dr: I don’t really know how to tl;dr this… I’m offering to add in every possible FE class/spell we can think of to FE8 since it seems to be doable now and want some feedback on the matter to make this a public patch or know if this is just a pipe dream.
And this will of course include new nightmare modules as well, which I will also reorganize. Thoughts?