I’ll reply and explain anyway. First off, except for the might one, they all have an inplace part and an out of place part. The in place part replaces the game’s built in routine, and you can place the out-of-place part anywhere, but repoint to them with the in-place ones. Then you need to set up a pointer table that points to your custom routines. Then in the ItemId-th pointer, you put the location of your custom asm routine. A bit roundable, I know. But then (this is the part that takes asm skillz) you have to write your own routine in asm and compile it. End it with just bx r14; I worked out all the lr shenanigans for you.
Im going to be making a patch and/or Fire Shell extension out of it when I’m 100% done, don’t worry!
This is the part I’m most looking forward to, pretty excited to see some sort of defaultly installed package of routines. But the capacities that this will open up when all is said and done are simply incredible.
Hello! It’s been a little bit since I’ve updated this. I kind of hit a snag where I didn’t know where to insert the pre-and-post routines. So I analyzed the crap out of the battle routines until I found the rather simplistic core of it, where it just randomizes hit, etc etc, and writes to the battle buffer while reading from the battle stats data.
I just wrote the Just-before-randomization routine and just-after-randomization routine. I have yet to test them.
After this, it’s just the Weapon Effects part, then revamping the pointer tables to be in one spot for easy nightmare editing, and I should be done.
I’ve decided to forego the Weapon Effect expansion. I don’t think there are that many effects to implement there. If I do decide to make an expansion, it’ll just expand upon Ct075’s status swords.
v0.1 for Project Fire Shell – this is build for the patch arch sent me; it should work with previous versions, but, anyway. I confirmed the various modules work.
If I can figure out how to use this thing in vanilla FE7 (newbie here), I’ll definitely give it a shot. Looks awesome, dude. I’ll see if I can figure it out later!
Wait a bit – I’m still developing things and it’ll be in Fire Shell. Believe me, you’ll want to use a patch; this is ridiculously hard to install by hand.
Display hack (hopefully) works. Editing pre/post calculation routines to be in a better place. Though this takes a bit of guesstimation as to what calls this function, but… Well, hey. If there’s a hole to the calculations, then I can jsut patch it up.
There seems to be some kind of code that skips over the part containing the pre/post routines if hit is 0(but not if it’s negative ??? ). This is… quite puzzling. But I will look into it.
Edit: was just me being dumb and had mistyped a pointer lol
can you give spec for how parameters are passed into the routines? I vaguely remember you having some (r0 is attackerData, r1 is defenderData?), but I can’t seem to find it