You know how the GBA FEs have skill getters for all stats except Con and Mov? Even Aid has a getter, and it’s arguably less useful than con. Well, I have taken steps to combat this!
FE8 Mov and Con Getters
This probably isn’t useful for the average person because aside from incorporating Circles’ ‘units with guard AI show – move’ hack, this doesn’t actually change anything in vanilla. Rather, you can modify the functions to, say, allow weapons to boost mov/con if wielded. Whether or not this is actually a good idea is an entirely different entity. But you can do it!
NOTE: If you’re using the buildfile method with other hacks that require free space in BL range, you will probably have to relocate the Free_Space_In_BL_Range location, since EA doesn’t (currently) support two different PUSH/POP commands.
NOTE 2: It’s possible I missed a few instances where mov/con is calculated. I searched the rom for ‘1A 2X’ for con and ‘1D 2X’ for mov; that’s because this is the hex for ‘mov reg,0x1A/1D’ which are, respectively, the con and mov bonus bytes in ram character data. Sometimes, however, rather than using, for instance:
@r0=char data ptr
...
mov r2,#0x1D @character's mov bonus
ldsb r0,[r0,r2]
...
the compiler decides to do:
@r0=char data ptr
...
ldrb r0,[r0,#0x1D]
lsl r0,#0x18
asr r0,#0x18
...
which my search wouldn’t find. The tricky functions to find would be those related to AI, because you might never realize that something’s wrong. However, if you, say, implement a ‘Freeze’ status, and an enemy unit moves anyway, please let me know so I can fix it. In total, I found 10 calls for Con and 23 calls for Mov. EDIT: Make that 24.