[FE8] HoloEmblem: The Search for Seiso (42 Chapters) [v.1.8.2]

SRKM and KRKM can only both be found in the “List” menu during Ch22 preps; at the end of Ch22, where I deployed SRKM and transformed to KRKM and back, and then upon going to Ch23, I was unable to access KRKM’s inventory from the “List” menu.

There’s also another SRKM/KRKM glitch that allows you to create items with absurd amounts of durability. To do so, put a weapon in SRKM’s first slot and an item (i.e. not a weapon, but Dragonstone/monster weapon works) in the second slot; leave the rest blank. Then transform SRKM → KRKM. KRKM will suddenly have an absurdly large amount of uses on their second inventory item:

You can repeat this over and over during the same chapter, making it an infinite money glitch if there’s a shop for you to buy items to add durability to. If you do it with something really valuable like a Gem or a statbooster, you can easily max your cash out.

Edit: Friend C stocks are up. She need not worry about running out of durability.

Also, another thing I found in Ch22: the reinforcement Crewmate doesn’t have Watchful, so you can get a second Glock off of him, allowing both Amelia and Iofi to be armed; you can use Steal+ or just capture him the hard way.

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Further investigation and results:
Item Durability manip. works as long as the item is in slot 2; rest of inventory doesn’t matter. See Cases A-C

Cases A-C

Case A: Weapon in slot 3

Case B: Weapons and Item(s) in slots 3-5

Case C: No weapons in inventory

If item question is a scroll, it transmutes the scroll into a Heavy Blade scroll, regardless of what skill it originally contained. Tested this in both Ch22 and Ch23 and got the same result. See Cases D-E

Cases D-E

Case D: Transmuted scroll


Case E: Scroll used on another unit

Upon further inspection, the number of uses on the item is equal to its internal memory slot; as in the index in the Item Editor:

  • Member Card: Slot 72 (B16) → 114 (B10), which is shown on previous post.
  • Dragonstone: Slot AA (B16) → 170 (B10), which is shown on previous post.
  • Elixir: Slot 6D (B16) → 109 (B10), which is shown in hidden tab on this post.

@Hatsuru The probable cause of this behavior is that some code used to copy item slot 2 from SRKM to KRKM erroneously sends the item ID in slot 2 into the item durability in slot 2. No other slot exhibits this behavior, and it doesn’t happen with weapons. Additionally, it doesn’t happen in any other slot - only slot 2. It also appears to be isolated to the code used to transform SRKM into KRKM, and not the other way around.

I have not been able to determine how or why the scrolls all transmute into Heavy Blade; a cursory inspection in FEBuilder reveals no skill in the list called Heavy Blade, nor any skill with such an icon.

EDIT/UPDATE: Item durability manipulation works with anything, even weapons, as long as SRKM/KRKM can’t equip the item in question. See Cases F-I

EDIT/UPDATE: It works with anything. Literally anything (that doesn’t have --/-- durability). Even things that SRKM/KRKM can equip. It just may not be obvious since most normal swords have very low index numbers, so their durability values may appear “normal” due to being below their maximum durability (which usually results in a decrease in durability), which is why I didn’t catch it the first few times. See cases F-K

Also, I can’t post anything else in this thread until someone makes a post due to the 2 posts in a row rule, so until then I will have to keep updating this one.

Cases F-K

Case F: Staff

Case G: Non-equippable weapon type

Case H: Sword for which SRKM/KRKM lacks WLV to use

Case I: Another unit’s PRF sword (will last Iroha at most one map before needing to be reset back to 206 lol)

Case J: Equippable sword

Case K: Equippable sword (durability decreases due to glitch)

Side note: Flare meta returning to pre-nerf peak

Edit: Ch23. Used SRKM/KRKM glitch on the Mine so it has more than 1 use. Proceeded to kill the initial Kronii by having her walk through an entire minefield.

For some reason, the Clock Hands Kronii in wave 2 didn’t spawn as a result. The two backup Kroniis still spawned witho

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For this, it seems the root cause is because Kurokami is not set to be removed from your party after Gamers gaiden, so if you trigger the transformation there Kurokami stays in your roster for ch 22. She is removed after ch22 end. Her data is also cleared every phase in ch23, which I believe is leftover code from when she worked as a summon unit (since the command for this is grouped alongside the data clearing for phantoms), however this also comes with a side effect of not allowing Shirakami to respawn in the later parts of the chapter.

Did some quick investigation on this.

Heavy Blade appears to be a skill with ID 255 (FF) located at address B61A96 in FEBuilder (the list only goes up to ID 254 (FE) aka Fortune).

This does match up with your findings in this:

as the skill that is determined to be taught by the scroll checks for the durability byte. Since scrolls all share item slot FF, it is also copied into the durability byte which becomes FF FF i.e. a skill scroll (FF) that teaches skill FF (Heavy Blade).

Fwiw the skill does not seem to be functional, base stats IRyS (as the save file was copied over from my 0% run) with 11 con with the skill equipped used Nephilim’s Sorrow against a 6 con entombed


IRyS has 16 base speed which places her AS at 7 as well as 60 ATK. The entombed in question has 2 resistance. In combat, IRyS still does 58 damage and retains 7 AS.

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I’ll probably take a look at this and try and determine the exact conditions required for replication (which can then be published as a PSA or the like for other players to avoid accidentally stumbling into this).

UPDATE 1: Transformed SRKM → KRKM in Part 1 of Ch23, then one-turned Part 1. Neither SRKM nor KRKM appeared in Part 2. SRKM/KRKM’s leadership stars are also not present (total only included the other units on the map).

UPDATE 2: Transformed SRKM → KRKM in Part 2 of Ch23, then two-turned Part 2. Same behavior as Update 1; SRKM/KRKM absent in Part 3, including their leadership boosts.


As for the glitches themselves, I can see them making everything after C18 into a cakewalk for any LTC/0% growths run, if used, due to (almost) infinite use statboosters including boots, which can be used without expending turns in battle preps. Also are near-infinite use Warp staves for warpskipping, which are fueled by max-move, max-magic casters and max-stat combat units. Yeah it’s really broken lol.

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Fwiw this seems more of a “oops copied the wrong byte” over scenario. inventory is stored as “item id” “durability” in the game’s memory, so 01 01 for instance corresponds to a 1 use Iron Sword. Most likely what’s happening here is when loading Kurokami the game is fetching the item ID for Shirakami’s slot 2 when setting up the durability for Kurokami’s slot 2.

Currently I used the sleep sword for the durability glitch as seen:

If you go back into the game and go to the corresponding address in memory, the byte reads D8 D8 (D8 for sleep sword) in both item id and durability resulting in a 218 use sleep sword. (In comparison, the above slot is a 29-use Wind Sword which corresponds with A1 (wind sword) 1D (29 durability) in the prior bytes)

image

Since the code for reverting Kurokami back to Shirakami isnt broken (it should basically be the same code with the exception of Kurokami’s level and exp not transferring back to Shirakami, which I’m not sure if it’s intended or not but probably worth checking out too anyway), it should probably just be a pretty quick fix on this part (along with properly removing Kurokami in 21x-3’s end event)

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Shiina is doing an AZKi run currently if anyone is interested viewing

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watch me fail miserably

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I mean if your goal is to give AZKi as many kills as possible, you could just have AZKi farm kills on a map with infinite reinforcements, then play the rest of the game after that map normally. For instance, the infinite supply of Legions in Ch23-2, which comes right after Ch23-1 (where you buy up a large supply of tomes and healing items for the reinforcement grind).

I mean sure I could do that, but it also sounds incredibly boring and unfun to do ntm annoying when I also have to deal with Kronii spawns too

Update Day!

Hello S4S Thread it is I Hatsuru

We have some different things to discuss today so lets get to it.


Introducing some more UI reworks! After careful consideration I do want to keep skills relatively limited, but I also want each unit’s kit to be impacted by others later on. Learning how to make skills… is definitely an experience.

Let us also DISCUSS the new staves that will be availiable! Koyori and Lamy have volunteered for this presentation. (Again and Rewarp has been shown off in a previous devblog).

Entrap

Itsback
Entrap is finally back! A very special thanks to @GigaExcalibur for coding a better version than my workaround. This version will be less jank than what we have had in the past. And of course, enemies will also be able to UTILIZE this power!

Thief

thief
It’ll likely be a prf for another unit in the future. Thief is pretty straightforward, and mixed in with staves already having a % chance of missing this will be neat to see how people UTILIZE this in the future!

Abort

abortabort2
The true Super Thracification begins! Another very special thank you to Dragz for providing this!
This will be most likely a lategame item, but who knows if I’ll allow the player to utilize this.
This version is limited to 1 range, a bit different than the source material, but still powerful, nonetheless.

Aum/Valkyria

aum
Will likely be a gaiden reward in the future! It’s nonrenewable, unlike the other staves seen
above.

Furthermore, more boss mug variety!


Another big thanks to @Nokitrix for making these (and more) in the future!

I touched upon this slightly in the previous P(RU)GRESS report, but I really want to make a more grounded and real story. Completing all gaidens and an assortment of objectives in the legacy version were neat, but they didn’t really have any payoff for the ending which is literally just an Advent Cameo and the setup for Holo2. I want to make your decisions matter more in the story, which is why there is now 3 planned endings. The good, the bad, and the… normal(?) endings can be acheived much like the legacy version; completing gaidens and certain objectives. To add onto this, I am considering adding a very minor Map A/B route split that will also affect the story. Who knows, maybe even some Holo’s who you can’t bring back might impact the story too…

Though overall a lot of progress as been done behind the hood this month. With the advent of INTERNATIONAL HACK DAY, I have been doing… a minor side project which will likely decrease some progress for this month. Though as always, thank you everyone for sticking with me, and the Search for Seiso continues!

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Everybody gangsta until it turns out Lamy has mastered the arts of that mage from chapter 5 Thracia by spawning from within a wall

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Is this the portrait for the overleveled Capital anti-turtles? I’m looking forwards to cheesing them.

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Nay, they will be chapter bosses!

Though, maybe I SHOULD give the Halbs a unique portrait…

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Not the Halbs. The 40 STR/SKL/SPD Capital Paladins in Ch3x lol
They’d go hard with a portrait like this.

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You have discord ???

Internally those paladins use the same character id slot as the boss of chapter 4 so presumably they will also have the same portrait

Alternatively they could also not exist in the reworked script anymore

Been doing some small debugging the game on the side and found a pretty fun exploit on irys map, so gonna plug it here

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What the wow

Hello! I’m currently on chapter 21 and i read on the guide that there’s a gaiden here, I’m confused, do i pick one gaiden or do i need to bring them all?

I’m reading this and saw that you mostly use laplus, I’m on chapter 21 and my laplus is weak as hell (i didn’t train her) did i messed up?