Hybrid Classes and Animations

#1

I’m at a bit of a loss here.
Apparently having hybrid classes causes the ranged animation to get called when someone uses a melee weapon if they have a rank in some sort of magic (at least for FE8).

This paladin has a D rank in staves (in addition to swords/lances), and is using his ranged animation for a steel lance.
Shoddy programming strikes once again…

Anybody know if there’s a fix or work around for this?

#2

Melee and magic fix patch that’s in FEditor’s ASM folder.

#3

that patch doesn’t actually work. i’ll pm you in a bit Prime.

#5

Can we not provide solutions to very common problems via PM please

like, i’d really rather not but if this keeps happening i’m going to start copypasting things out of these PMs

1 Like
#6

you can read other people’s pm’s?

#7

I’d like to think I’m responsible enough not to go snooping around without reason, but yes, I can.

#8

Mods can see everything, mate. Even the private stuff.

(At least, that’s how it’s always been, right?)

#9

good thing i was referring to skype pm’s anyway

#10

I think it’s admin privilege specifically, but I can access the site database directly regardless

And while I can’t stop you from communicating solutions over skype, I’d like to point out that the only reason many of us even got this far was because people were willing to provide information publically

#11

i just need to make sure I’m sending over the right information first, then i’ll post it here. that’s what i originally intended anyway

#12

Yeah, I was gonna comment that PM-ing someone an answer is pretty frustrating when people tell you to look up to see if the question was asked previously, then you find a post like “nvm fixed it myself” then you cry yourself to sleep in bed with a carton of ice cream that melts by morning.

9 Likes
#13

Me thinks you’re taking things too seriously >:

#14

we’ve all been there at least once

#15

eh it’s a valid point, i’m guilty of it too

but hey if the intent was the post it here after confirmation, no harm there

#16

I’m just going to drop this here

19 Likes
#17

Chat log:

[9:15:28 PM] Ghast: i had the same issue that brendor fixed
[9:15:42 PM] Ghast: he said that hextator’s patch was bad
[9:16:13 PM] Ghast: and he put stuff in the offset d40000
[9:16:23 PM] Ghast: after fixing the patch

This information is for FE7. Apparently that batch is borked or something and we could use a new one.
I applied the FE8 patch to the FE8 ROM I’m working with and everything is kosher.
My problem is solved though it looks like another problem was brought to light.

#18

I dont want to bring this issue up again…
But… what is the accepted solution to fix the magic/melee animation fix patch… on top of the magic/str split.

I tried Hextator solution. Some people got it working… not me.

#19

Ryuke’s problem has been sorted out; for anyone else having the issue, just copy and paste this in a text file, save it, and either #include it or assemble with EA (works with 7 and 8).

Melee/Magic Fix EA
//Melee/Magic Fix, EA version, for fe7/8

#ifdef _FE7_
	
	PUSH
	ORG $184DC
	BYTE 0x00 0xB5 0xFE 0xF7 0x41 0xF9 0x00 0x06 0x00 0x0E 0x05 0x49 0x09 0x68 0x24 0x22 0x50 0x43 0x40 0x18 0x80 0x68 0x02 0x21 0x08 0x40 0x40 0x08 0x02 0xBC 0x08 0x47 0x60 0x60 0x01 0x08
	POP

#endif

#ifdef _FE8_
	
	PUSH
	ORG $18A58
	BYTE 0x00 0xB5 0xFE 0xF7 0x65 0xF8 0x00 0x06 0x00 0x0E 0x05 0x49 0x09 0x68 0x24 0x22 0x50 0x43 0x40 0x18 0x80 0x68 0x02 0x21 0x08 0x40 0x40 0x08 0x02 0xBC 0x08 0x47 0x10 0x64 0x01 0x08
	POP

#endif

#ifdef _FE6_
	MESSAGE "Sorry, FE6 isn't supported at this time."
#endif

/*
Source
FE7
.thumb
.org 0x0
.equ origin, [0x184DC]
.equ Get_Equipped_Item, . + [0x16764] - origin

@r0=char data ptr
push	{r14}
bl		Get_Equipped_Item
lsl		r0,#0x18
lsr		r0,#0x18
ldr		r1,Item_Table_Ptr	@am lazy
ldr		r1,[r1]
mov		r2,#0x24
mul		r0,r2
add		r0,r1
ldr		r0,[r0,#0x8]		@weapon abilities
mov		r1,#0x2				@magic?
and		r0,r1
lsr		r0,#0x1
pop		{r1}
bx		r1

.align
Item_Table_Ptr:
.long 0x08016060

FE8
.thumb
.org 0x0
.equ origin, [0x18A58]
.equ Get_Equipped_Item, . + [0x16B28] - origin

@r0=char data ptr
push	{r14}
bl		Get_Equipped_Item
lsl		r0,#0x18
lsr		r0,#0x18
ldr		r1,Item_Table_Ptr	@am lazy
ldr		r1,[r1]
mov		r2,#0x24
mul		r0,r2
add		r0,r1
ldr		r0,[r0,#0x8]		@weapon abilities
mov		r1,#0x2				@magic?
and		r0,r1
lsr		r0,#0x1
pop		{r1}
bx		r1

.align
Item_Table_Ptr:
.long 0x08016410
*/
2 Likes
FE_Builder_GBA
#20

Do we copy the whole thing, or can I omit the FE6 and 7 parts??

#21

You can copy just the part relevant to whichever game you’re using. If you use both, it’s handy to copy the whole thing so you don’t have to worry about using 7’s patch in 8 or vice versa (which will almost certainly break something).