Teq's Minor Assembly Shenanigans


Wonderful! The magic bonus is working just fine! Thank you very much, Tequila!


Hi Tequila, I’ve been using your FE8 Capture ASM in a hack, and I’ve noticed three issues.

First, attempting to trade with a rescued blue unit causes the screen to glitch and eventually softlock.

Second, I don’t know if this is being caused by a conflict with another ASM I’m using but sometimes a unit will get random stat bonuses on their status screen; attempting to attack in this state softlocks the game, but this can be avoided by having the unit equip a different weapon.

Third, one of my chapters is set to have infinite reinforcements until the player clears the map, but with the Capture ASM installed they eventually stop spawning even if the enemy cap hasn’t been hit yet.

If you need more information let me know. Your capture ASM is excellent and I’d love to keep using it.


Not sure if i’m just being derp and forgetting something but when i try to patch your talk and growths master patch it gives me this error:
1 errors encountered:
File Display Growths EA.txt, Line 27, Column 2: No code named callHack_r1 found.


Fixed. Thanks for finding this.

Pretty sure that’s not me, especially if the stat bonuses are random. Send me a patch and I’ll try to debug if this continues.

Pretty sure that’s not me either.

Do you have the newest version of EA? callHack_r1 should be defined in Extensions/Hack Installation.txt.


Another QoL hack. This one displays the weapon level when your rank increases.

The text is modifiable (edit the file 0x2.txt), but the rank letter and period will be tacked onto the end. Don’t forget to terminate with [X]!

Download here.

Making WEXP less 'passive' in GBAFE

Fucking noice.


The ‘show new rank when increasing weapon rank’ patch now works with animations on. I should have known that IntSys believes consistency is for scrubs.


So, Teq, this is a personal request, no rush. Could I get you to make a display growths version for FE6 and 7? Now that I’ve got a guy working on a randomizer update, this would be very useful for people so that they don’t have to scroll through an exported file to see character stats/use nightmare. I don’t usually ask for ports to fe7, and certainly not fe6, but the display growths hack is extremely useful these days and I’m hoping it wouldn’t be ultra challenging to export it to the other games.

If no, that’s cool.

Also, if possible, I’d like to see a version that lets you see growths for enemies and NPC’s.


Just a note on the Slayer/Effectiveness rework, there are a few discrepancies in weaknesses from the normal game:

  • Thief, Rogue, and Assassin are also weak to swordslayer in FE8 (in FE7 they weren’t, which I presume is why they are missing here), and also the Eirika Lord/Great Lord classes are weak to swordslayer as well.
  • The Manakete class (the one right above Manakete_F) is the class used by zombified Morva in Ch20, so should be considered a monster in addition to flier/dragon.

On an unrelated note, I was wondering if you had any interest in looking into the >= 64 HP situation where any character HP stats that are 64 or above are wrapped around back to 0 when the game is reset (so 68 HP becomes 4 HP when reset). >64 HP does work fine for characters during leveling up and proceeding through the game (I’m not sure if the vanilla game can even do that or if that was a hack, it’s been so long), and suspend/resume has no problem, it’s only when “Restart Chapter” is used that the stat overflows, so I guess it just has to do with the process of saving/loading the stats from cold storage. The same is true of the other stats like Str and Skill except they overflow at 32 instead of 64, though I’m not as concerned with those personally.

I’ve done a lot of Googling and mostly any discussions just end with “this would probably require ASM to do”, but haven’t found any indication of someone who can actually do ASM hacks trying to tackle it.

EDIT: Also, maybe I’m doing something wrong but it seems like the Slayer Effectiveness mod and the Show Heal Amount mods conflict with each other. Everything works fine when I have either of them applied alone, but if I apply them both, the game locks up when selecting the Staff option and then pressing A on a healing staff (and, on my mod, also when pressing A on the “Talk” option). I tested it also on a clean vanilla ROM, all I did was add the “->[X]” text at 0D4C and changed the ID in the Show heal amount EA file to match, and then applied both it and the Slayer patch with Event Assembler 10.1. It still locks up in the same way when attempting to use a healing staff (although the Talk option works again for some reason).


the stat issue is because of bitpacking so it’s more of a memory issue than anything else. changing the personal stat cap to something above 32 would require another bit per stat per character, which is actually quite a lot when you consider how small save files are.


Yeah I kinda figured, though I’d be happy with just 1 extra bit for HP, I can live without the others.


I think HP is a signed value? If you really wanted to you could find a way to make it unsigned and then you’d have an extra bit. I don’t think any of the FEs use negative bases for HP, although I could be wrong on this one.


I completely forgot that the Thief line is weak to the swordslayer. Good catch! This hack is kind of outdated, so I’m not going to update it, but eventually it’s going to be integrated into the skill system. It should be relatively easy to modify on your end if you want to use it.
Regarding the Slayer Effectiveness and Show Heal Amount patches interfering with each other, did you change the definition of Free_Space in either of them? Because they’re both set to be written to 0xB2B000, which will of course cause issues.


Have you ever wanted to make a custom title screen for your FE8 hack, but were put off by having to chop up this background image:

into two weird pieces:

Well, worry no more. With this Title Screen Background fix, you can leave the image in one piece. Note: You do need to add an extra two columns of tiles to the right, but that shouldn’t be an issue, right?


EDIT: Please note that this does NOT make the title screen into one image. It only melds the background into one image, which is something that you’d think would have been the case to start with.


Ahahahaaa, I should have caught that. Thanks :stuck_out_tongue:

I did modify my effectivenesses already, was just letting you know in case you wanted to update the defaults :slight_smile:

One more thing, on the Show Heal Amount, if I switch the healing cursor to another target besides the default target, the display reverts back to the standard Max HP display instead of showing heal amount. Haven’t tested it on vanilla though, only on my mod. Is that just me?


I could have sworn I fixed that a while back. Can you redownload and tell me if the issue persists?


Redownloaded, tested on my mod and on vanilla, still does it on both.

EDIT: Seems also after installing the show weapon rank on level up hack, the “weapon broke” text is now skipped


Do you want to see the results of your level-ups right away? There’s a buildfile for that!

#define Time_Between_Stats 0 //default is 20
ORG $7F464
BYTE Time_Between_Stats
ORG $741E0
BYTE Time_Between_Stats+1



FE6 didn’t use to have droppable items. Now it does! Download here.

To make an enemy drop their last item, set bit 0x40 in AI 4 of the UNIT data.


This allows manakete-like animations for class/item combos that aren’t Myrrh+dragonstone (ie, transform, do battle, get exp, transform back). Credit to the unknown Japanese hacker that made the original, Aera for fixes to said original, and Circles for making me aware of said original.

Download here.


Gif courtesy of Kao.