Huichelaar's Assembly Adventures

Yeah, I found the issue. I added some new files, and updated some others, could you redownload the whole thing and try again?

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Works! Thanks a ton.

Btw, maybe you should make dangerradius2.dmp the default instead of having to delete Dangerradius.dmp? Just a thought

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Fair enough. I switched their names, so now the one with the extra functionality is the default.

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I found 2 bugs in the Danger Radius patch.

  1. The radius works fine the first time you turn it on, but after killing some enemies and then turning it off and on, the radius resets as if the enemies killed were still there. The radius doesn’t get updated.
  2. The radius doesn’t get updated when you play without animations.

Thanks! I’ll look into it. Could you DM me another .z7 or a .ups patch with a savefile?

EDIT: Glad we managed to solve the issues!

Alrighty, I’ve been working on a custom chapter opening for the past month. Am excited to finally share it! I’ve updated the first post.

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Hmm, could I then just set a bunch of my units as ‘dead’ right before calling this to show specific units?

Basically, I want to show the party that’s actually going to the area - not all player units that exist. If you aren’t using prep screens, then you know exactly who will be in the chapter anyway. I imagine some people may only want to show a few chars in it (such as their main chars), as it seems to be rather long with so many chars. Any chance on some way to select which units will be shown?

For me, I can just set all units to dead and then back to alive because my game is on casual mode. But any hack with perma death cannot do that, as they may accidentally revive fallen units that way.

Nice job on this. I am excited to try this out! (In a couple days when I have the chance).

It’s certainly possible. Right now, a new unit is drawn on the screen 16 frames after the previous unit was drawn on screen. Units are loaded in based on the UnitStruct array at 0x0202BE4C. So if there’s a specific gang that someone has in mind, they all need to take up the earlier slots in the UnitStruct array. If they’re organized more sporadically, there’s gonna be an unknown amount of time between each unit being drawn, which is probably undesirable.

Alternatively a table containing pointers to map sprites could be used. Say someone has six units they want to draw. A table containing six of these pointers could be used to determine which map sprites to draw. If one wants to draw different units based on chapter, that’s also possible. If they’re main characters that don’t die, it wouldn’t be a problem to hard-code it in ROM.

I’m glad to hear you found a way you can reduce the chosen map sprites. Maybe if there’s enough demand I’ll look at implementing other ways of drawing units.

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This chapter opening thing is really cool. Some challenges I am facing, though:

1 -

uiAVeNZISK

For some reason my sprites are garbled and I’m not really sure why. I’ve expanded the class table to 255 and all sprites are 32x32 sized.

2 -

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I want to use this with MNC3, rather than MNC2. Is that possible? Normally MNC3 is only used to go to the final chapter without saving, but I’ll be using MNC3 to move between areas, with saving done at select points.

3 -

It is far far too long. All three parts of it are really cool - the spiraling images, the VS trainer display, and the units running along the bottom. I could see myself using the full version at a gym leader maaayybe, but even then it might be a bit long. Between areas, I’d rather use something that takes between 0 and 4 seconds. I timed it as taking 10 seconds when having a party of only 2 units. This would get annoying incredibly quickly, despite how cool it is. If I have to pick only one option (eg. I can’t use a longer version in some places but the shorter version in general), I’d probably try to skip the spiraling, show the vs chapter title, and figure out how to shorter the walking sprites significantly. It looks like CalculateMovement.asm and Init_MapSprites.asm have some stuff to do with speed of the sprites at the bottom at least. I couldn’t figure out how to skip the first segment from messing around with it for a little while. Cool stuff… I just want to make it much shorter.

4 -

Perhaps it would make more sense to have the spiral part a separate animation for use in events. Sometime I’d also like to figure out how to make use of this code by Leo, for example:

Exploding village gif

2018-06-22_19-48-56

If each animation or effect can be called via events anyway, then the between chapters animation can be much shorter. (Perhaps it could even start with a BG set? Eg. Run crystals animation -> Set BG of crystals in place -> MNC3 for other animations, still displaying the BG -> start gym battle.) I’d also be really interested in an FEBuilder patch that lets you import a bunch of images in a table each with a frames delay for use with events as an animation at coordinates of your choice. But that’s another thought, I guess.

Thank you for making this and I’d appreciate it if you can point me in the right direction with anything. Keep up the great work! Cheers.

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Alright. Updated the main post. There’s two versions of the Custom Chapter Intro now; One with gems/crystals, another without. The second one allows for backgrounds using up to 224 colours. Details in the README.

They’re both compatible with FEBuilder now. I decided to remove the ups patch though, because I think it’s ultimately too rigid.

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Happy new years. I added “Fortresses & Materials” to the first post. Have a look if you’re interested. It’s all still very WIP though.

2021-01-01_20-02-25

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(If I mash the like button can I give more than one like?)

Super cool stuff!

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Thanks!

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I added a new thingy. It’s maybe a bit of a glorified application of the already amazing Expanded Modular Save, but I figured it could interest people all the same.

Create a backup save to return to, should things go awry. Just be careful, you can only go back a finite amount of times.
2021-01-05_20-51-59

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Here’s something that could be useful to World Map users. Although probably not to all five of us.

World Map flags! You can draw flags over multiple destinations, and paralogues will wave a green flag instead of the usual red one. More details in the opening post.

2021-04-12_09-57-57

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Three months late, but… what is this? Forts? Gathering? Is this like… RTS/Grand Strategy Emblem? Is this a game you’re working on?

From the OP:

It’s still very WIP (materials have very little use, only one bonus has been implemented), but once it’s further along I’m planning on using it in my romhack.

Part of the idea is to give benched units a use by assigning them to forts instead. This will also incentivize people not get any units killed which should make the backup suspend function (a different hack) more useful.

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Oh, I love this. I hate having my guys lose usefulness over the course of the game. Never thought of just… having them do stuff offscreen! Kind of brilliant.

EDIT:

If I can make a suggestion. I see that units get different levels of EXP when assigned. Why not use Affinity for this calculation? Maybe an Ice fort is super compatible with water/ice affinity units, but poorly compatible with fire and thunder, and neutral for other elements? Then since each fort would have an affinity restriction, it could increase the strategy of who you choose to post there.

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Oh I like this idea! I think I’ll implement this. I’ll need to torture some playtesters with how much balancing that’s gonna take, but otherwise I don’t see any problems.

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I found another minor (?) issue with the Danger Radius.
SkillsTest.emulator_01
NPC units that have support levels active are marked even if you don’t press select (you can’t mark NPC units tho)
Looking at the unit struct in FEBuiler it seems that the patch uses the support byte to work:
image
But, wouldn’t that affect the support levels for enemy units you can recruit? (Or if you want enemies that have supports between them)

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