FE7 allows custom battle animation lists for characters by using bytes 0x25 and 0x26 in the character data table. FE8 has the same function in the ROM (which isn’t called), but wouldn’t work very well due to branching promotions. Thus, this hack ports the functionality over while allowing for different lists based on matching class and character id.
EDIT: Seems FEBuilder already has a patch for this (seems to work the same way), called Character Custom Animation, so this is only useful for buildfile people.
It seems like @Tequila hasn’t been active in awhile, but I’ve encountered a problem with the FE7 display battle stats with animations off patch. It seems to be pulling the incorrect damage value for the unit receiving the attack. Has anyone else encountered this problem, and is there a way to fix this?
I’m assuming that it’s reading the wrong value from RAM. All other values (hit, crit, AS) are correct for both combatants, and dmg is correct for the unit initiating the round of combat.
If the bug can be shown in fe8 with skillsystems, those who maintain it such as @Sme might be happy to help correct the bug.
However, this is for FE7. I do not know if the patch would be identical, but I’ve heard that fe7 and fe8 use the same engine, so perhaps. Someone else should know more.
Here’s a hack that allows you to split your convoy into partitions, as well as combine items when adding them to the convoy. Download here.
Please read the README very carefully. This hack allows you to expand the convoy, but does NOT save it. It should work with EMS (expanded modular save), but I don’t know if it works with other things like aera’s BreakSave patch.
I did actually remember (I had a note on who requested it when I went through my backlog) but it was only because I already ported it to FE6 that I thought “huh, it’s probably not much more work to add it to 8, too”.
@Tequila I am playing chapter 17 in HHM, and for watever reason at the end of enemy phase, when one of the thiefs opens the door that leads to the chests, the game soft resets automatically. And when I try to resume the file, I am stuck. The enemy phase music still plays, but the player phase never starts and I can’t literally do anything in the file. I reseted the whole chapter again, and the result was the same when the thief opened the same door. I am playing it with 0% growths if for whatever reason it is relevant.
Edit: Same map, got quicker so that the last action would be the second thief stealing a lockpick from Marcus. Next turn I had Marcus choke the door so that the thiefs would not escape, so they stole a potion from him, and the game froze again. And if I tried to reload the file, the game would inmediatly soft-reset.
Edit2: After removing the QoL patch to be able to move on from chapter 17 HHM, reached chaoter 19. At the end of enemy phase turn 1, it never ended. Enemy phase music kept playing but player phase never started. I assume that whatever weird bug has it has something to do with the thiefs, sice they are usually the last ones to move in enemy phase.
I do apologize for the delay; I’d planned to add some more features, but I’ve been rather unmotivated. So after being asked for it again, I decided to finally release the engine as-is.
There’s quite a bit of stuff, so be sure to read the README, although it shouldn’t affect your existing text.
This is so fuckin cool. The font options and dialogue box colors alone are worth their weight in gold!
I glanced through the readme, and was just wondering since I didn’t see it… what about reversing a portrait’s facing direction? Like if you want someone to appear on the right side of the screen while also facing right, you currently have to spawn them on the left, facing right, and then move them right. A direction-swap command like FEXNA has would be great there. Is that in this rework too?
Even if it’s not… just wow. This is so badass. Amazing as always, Teq.
Eh man, personally I don’t find that as funny as some people might but at least you released the real version the day after so I can’t complain. Looks sick, thanks.
Thanks to Zig on the discord, I found and fixed a problem with the mov getters in the FE7-QoL patch that caused the game to crash when enemy thieves attempted to move. You can either redownload the patch, or comment out lines 90-92 in FE7-Mov and Con Getters/Mov Getter/Mov Getter EA.txt, like thus:
//ORG $3993C
//BL(Jump_To_Mov_Getter)
//SHORT 0x1C04 0xE002 //mov r4,r0; b