FE8 Self Randomizing Rom [Vesly 2024 version]

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Given a seed, this rom randomizes everything you want it to.

Self Randomizer Download - for FE8U

About

Settings
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Match seeds & settings with a friend to have an identical experience.
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Random Characters

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fe8srr_115

Random Classes
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Random Growths
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100% and 0% growths can also be chosen.

Random Bases & Caps
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Always 30 is also an option for stat caps.

Random Found Items
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Random Shops & Item Stats
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Timed hits
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Support hearts
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After defeating an enemy, gain support points with those close to you.

Credits

Credits

By Vesly

Special Thanks - Circles for the 2018 Fe8 Self Randomizer as reference.
Also a big thanks to the fe8u decomp contributors, as I copied many functions from that.
Casual Mode - Circles, 7743
Skill Systems Credits
Fix REDAs - 7743
BattleStatsAnimsOff - Tequila
Show heal amount - Tequila
Hp Bars - Circles, Tequila
Hard mode unlock - 7743
L button cycling - Aurawolf
Colour Hue Function - Huichelaar
Minimug palette fix - Huichelaar
Handaxe wildcard - 7743
Droppable item icon gfx by Scraiza
Anim numbers - Huichelaar
MMB - Zane
Support hearts - Vesly, Gamma, 7743

My Projects
Pokemblem
AW2 Randomizer
FE8 Self Randomizer
FE7 Self Randomizer
FE6 Self Randomizer

30 Likes

Oooh, shiny new randomizer. If it would be possible to get some clarifications:

  • What does variance do considering growths is a separate option?

  • What exactly is in the class pool for randomization? Player classes only? Or does it include monster classes and others like Necromancer, Draco Zombie, etc? Have any been added?

  • What do timed hits do?

  • What does selecting a skill in ā€˜Random & -ā€™ in the skills option do?

1 Like

Every class that has weapons is up for grabs

Time hits think of paper mario

Selecting a skill in random allows you to have every character have that skill for example if you want to play Fire Emblem five mode recommend every character has a capture ability

1 Like

finally :heart_eyes:

2 Likes

Itā€™s how far from vanilla stats / growths can go: if you choose 50% variance and they have base 4 str, itā€™ll be between 2 and 6. However, it gets more complicated with random characters, as their levels and stats get adjusted after this randomization.

Currently only classes that have wexp are included, so no manaketes, zombies, or spiders. I might add a config for this in the future, but dragonstones with huge stat bonuses are an issue.

They increase your damage dealt and reduce damage taken when you press a at the right time during battles.

You can choose a skill for all units to have like galeforce or capture.

Todayā€™s update:

  • Building supports is now faster
  • Skills now stay the same after promoting
  • Monsters now have promo bonuses
  • Timed hits now deal 120% damage
  • Couple minor bugfixes
5 Likes

Okay so, working great so far and already liking a bit more than the original FE8 self-rando options-wise, but some minor graphical / gameplay issues have appeared. Playing on analogue pocket, but will also try on emulator as well.

Here are a couple of screenshots for the below listed bugs

Screenshots



Mostly running into issues where when looking at skill descriptions it is sometimes showing the frontside bottom-half text descriptions (Atk, Avo, Hit, etc.), and the reverse being true with item / weapon description boxes showing the stat page descriptions (Str, mag, skl, etc.) when opening looking at those descriptions. From what I recall this was fairly easy to replicate on my end, but Iā€™ll also see if I can find anything else out about it. - Addendum, Iā€™m not sure on the cause , but it is very easiliy replicable, happening every few times that I fully look into, and fully back out of any characterā€™s details, instead of being tied to having growths toggles like I had thought previously.

Gameplaywise I ran into a bug in which after in 5x where Orson was summoner, and summoned dancers, in the next battle-prep, the dancer remained as a player unit with broken portrait. (While doing the actual chapter using Orson, the summons were able to be traded with as well and could be re-summoned while already out, removing the active summon and placing a new one next to Orson. Was not sure if either of these were already a thing / intentional though, or were additional issues)

Nothing game-breaking though, and great work as always. Iā€™ll see how much of this I can recreate reliably, and if it helps I can PM .sav(s) from during and after the chapter if it helps out.

1 Like

Hello, vesly! I was playing fe6 srr, and itā€™s lagging in menus
The most, in the options menu
Iā€™m playing on a 3ds, injected cia
That means itā€™s not emulating
Iā€™m on the latest version
Thank you, as always

@ daft Thanks, Iā€™ll look into that stuff when I get the chance.

A little lag is caused by name replacement for all characters. Itā€™s a little worse in fe6 and only occurs if you have characters as not vanilla.


Not much I can really do about it - itā€™s just something thatā€™ll cause a bit of lag. I already did a lot to make the lag not really noticable most of the time :sweat_smile:

2 Likes

I see
Thank you for answering!

Another brief issue, softlocked on chapter 11 Eirika route (Creeping Darkness), as some of the enemies wonā€™t move off the mountains, since they canā€™t move far enough to target anything, and without any units randomizing into fliers (as was my case) thereā€™s no way to finish the chapter since itā€™s a rout chapter. Also, one of these enemies was a boat, and wasnā€™t able to move on mountain tiles even if its movement AI was changed. I just suspended the chapter and used FEBuilder to change their AI mid-chapter, but I donā€™t know if thereā€™s a way to avoid this issue in the randomization process.

1 Like

Softlocking has been minimized where possible, but if you run into a softlock you can usually just skip the chapter:

If you run into a softlock that occurs in many runs or isnā€™t solved by this, please let me know. Iā€™ll check the ai used in that chapter by enemies in the mountains.

5 Likes

Ohh, I see. I wasnā€™t aware of / hadnā€™t noticed the chapter skip / reconfigure functions, I had mistaken the chapter skip as changing the input for skipping chapter cutscenes etc. whoops.

I guess after Pokemblem I shouldnā€™t be surprised by the amount of cool stuff you get working in these projects

2 Likes

v1.47 (FE6/7/8)

Iā€™ve added an anti-softlock measure where all non-boss enemies will gradually start to charge at players after the first 11 turns if their ai was set to ā€œattack in rangeā€.

Iā€™ve fixed a number of little bugs people reported. Of note is that units had lower magic stats than intended due to a bug. Additionally, promoting units would mistakenly cap stats based on their original class caps.

You can now set stat caps to 0 / 15 / 30 / 45 / 60 and overall stats will adjust a little to reflect this.
mGBA_Q3kwQctxuG

Please note for the fe6/fe7 versions that save files from before this version number will no longer work.

8 Likes

Sorry to bring another issue, but I think this may be a real simple one anyways. Is the energy rings stat split tied to character rather than randomized class? Because of how Str/Mag are on the same item, my Saleh as a Hero, recieved the points in magic instead of strength when using the ring, as he would in vanilla. Not a big issue either way, but I wondered if this had been considered since it popped up by chance.

I does give str it did that to a magic deprived mage of mine also summon trading is a feature only in unit menu

Amazing Job and this is also the only patch that I played through except the origin.
I played through the version 1.3 with plenty of additional self modifications (changed stat cap and promotion cycle for promoted classes) with the help of FEBuilderGBA.
Itā€™s really great to know someone who also enjoyed the exploration of such a classical but well designed game. I genuinly appreciate your modification since this utilize most of the component from the game, fullfilling its perfect framework and really fixed some missing part of the game (late game difficulty, change in playthrough experience).

After the v1.3, I also download v1.5 to see the difference. I did notice lots of changes:
removed skill scroll purchase path and amnesia scroll,
enlarged skill set
str vs mag stat

I like the ideas that I can modify:
everything during playthrough
change the stat cap
give enemy hiddenlevel
fix the growth (which greatly saved my time)
escape a chapter

For me, I
love to capture every single enemy (which I lately found that tower of valnini will not take it as kill so new character wonā€™t join in)

And itā€™s really a shame that I canā€™t
Buy skill scrolls easily so that I can bet on skill scrolls for a perfect skill group for each of my character and forget it if randomized into fury

<img src="https://ibb.co/3Rh3gb2">

Change the config in late game because it also reset the learnt skill from scroll
Check through the skills using FEBuilderGBA
in this version

I would like to share something I really enjoyed:
I added the promotion cycle for each promoted class, which enables them to switch between promoted class after level 10. This really relaxes me since I wonā€™t be struggling when I thought the promotion is not ideal. And I can switch to another class after level 10.
Hope you guys also enjoy this idea:
For each gender group-
Cycle1
GreatLord|M| GreatLord|F|
WyvernLord|M| WyvernLord|F|
General|M| Paladin|F|

Cycle2
Paladin|M| Hero|F|
HeavyKnight|M| General|F|
WyvernKnight|M| HeavyKnight|F|
WyvernKnight|F|
FalcornKnight|F|

Cycle3

MageKnight|M| MageKnight|F|
Sage|M| Sage|F|
Bishop|M| Bishop|F|
Bard|M| Dancer|F|
Druid|F|
Summoner|F|

Cycle4
Snipper|M| Snipper|F|
Ranger|M| Ranger|F|

Cycle5
Assasin|M|
Swordmaster|M|
Rogue|M|

Cycle6
Hero|M| Recruit|F|
Journeyman|M| General/Lord|F|
Warrior|M| MonsterLancer/Archer|F|
Berserker|M|

Cycle 6
Journeyman|M|
MonsterAxer|M|
MonsterBite|M|
Dragon|M|

Cycle 7
Pupil|M|
Eye
Gorgon
Summoner|M|
Druid|M|

<img src="https://ibb.co/K7mj0hQ">

Hope this inspires you and fascinates your game playthrough.

2 Likes

Looking good would love to try

Hey bud, I am sooo curious of how to make a gif like this but keep it within 4Mb