[FE8U] Fourth Allegiance

It’s been a while. I mentioned back there that it’d be nice to have some event commands for the Fourth Allegiance, and I just made CUSF as an ASMC. For more information it’s at the end of this post:

Also, in the post before that, you could use a combination of my SetUnitStatusByCommander and ClearZombies to do what CLEF would’ve done. And with a small edit of my CountRangeState (or any other similar) patch you could have CHECK_FOURTH.

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Making a new post because I think it’s worth it. The past few days I’ve been working on making the Fourth Allegiance compatible with the skill system. Thanks to Contro, Vesly, Eebit, Dragz and Retina for their help in making this.

image

Latest updates:
-Added a definition that halves all damage done
-Enabled up to 15 purple units to be saved on suspend (previously they were 11, 15 is the max considering the base offsets for EMS), though up to 20 can be on a map simultaneously.

Patch
This patch contains the skill system + fourth allegiance patches. I’ve also enabled the damage halving.

Buildfile.7z
Buildfile
This is the buildfile used to, well, build the above patch minus the edits to units and chapter data. To use this, put a clean FE8U ROM named FE8_clean.gba on the main folder, double-click MAKE_HACK_full.cmd, and it will create another ROM and patch with the skill system + fourth allegiance applied. If you want to make/test any edits to the code, editing these files is the ideal way to do it before building. I’ll figure out github at a later date to make a repository.

EDIT: Thanks to Eebit, the previously mentioned graphical bugs have been fixed:

Fixed bugs

-During AI phases, fourth allegiance units after the 5th graphically disappear but they’re still there, can be targetted and will act on their phase
-Fourth allegiance units don’t display boss/status icons and their “rescued” icon uses a glitchy palette

Known bugs

-Fourth allegiance units will display a bugged icon in the minimap
-The Pass skill has no effect

Missing features

-Fog vision being dependant on affiliation and/or phase (currently it’s fixed to blue and green units in all phases)

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Hello everybody.
Is the 4th team rmod only available for fe8 rom? I’m still not entirely sure how to install MasterInstaller into my fe6 rom with event assembler, is there perhaps a step-by-step?
Thank you to whoever answers.

That is correct, this is designed for, and will only install properly onto FE8.

Update: So in my Event assembler window, The text is the MasterAsmInstaller.event file I downloaded and the Rom is my Sacred Stones Rom file. The Game is also set to FE8 but is says there are still 12 errors encountered when I try to assemble it. Any advice on this download would be appreciated.
Does the MasterAsmInstaller.event word file need to be put into a specific folder?

The instructions are in my post:

To use this, put a clean FE8U ROM named FE8_clean.gba on the main folder, double-click MAKE_HACK_full.cmd , and it will create another ROM and patch with the skill system + fourth allegiance applied.

You shouldn’t be directly using Event Assembler.

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Sorry i didn’t pick up on that, I’ll try it out. Thanks.

UPDATE: So I tried two things yesterday. One was that I inserted a clean rom named FE8_clean.gba ROM into the Main folder I download and double clicked MAKE_HACK_full (no .cmd). Two was I added Event Assembler (The green chip icon) into the main and then the rom before double clicking MAKE_HACK_quick.

Unfortunately, when opened the rom in FEbuilder both times, the units I set to “defeat” would instead disappear instead of becoming purple. Is a new rom file supposedly supposed to be created after double clicking MAKE_HACK_full/quick?

Yes, it’s supposed to create .gba and .ups files with the fourth allegiance and skill system applied.

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GOOD GRIMA, IT’S WORKING NOW, thank you so much.

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UPDATE: So now that I’ve been working on my Rom Hack with this new file system, I’m noticing that units of the same affiliation are unable to pass by each other. If that’s part of the system, is there a way to change that or do I just have to roll with it?

I’m pretty sure this specifically was why I had to make Pass do nothing for the time being, so it shouldn’t be happening. Are you sure you set the faction allegiances correctly?

Everything about the 4th faction seems to work fine.

At first I thought the issue it was because I gave shove to almost every class but this isn’t the case. Units with Pass can’t seem to pass by ally units either.

The file I used is also SkillsTest.gba

Yeah, it seems that that’s happening now for some reason. I still need to go over the whole thing again to properly submit an update request to the skill system master branch, so this is another thing I’ll have to look into when I get around to that.

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