The Communal To-Do List

Added this. Can’t believe I hadn’t thought of it before.

idk I thought of this last night in my internetless room

also

Has this been solved already? I was trying to see if I could use this as well.

Should be relatively easy if I can find where it calcs level ups.

i have a routine that ups stats and shit but you should probably do the whole text box thing for yourself

I think I have this figured out – it is just a 2-D array, but it’s fairly simple if we just access it through, like, the actual pointers? Rather than trying to index it ourselves. It’s just that it seems to allocate the space in a weird way, but I think the pointers are fairly straightfoward. (Or at least, the FoW 2d array is simple and I may be misremembering the unit map… but I think it’s doable)

Totally done, or at least we know which bytes to change. [FE7] The Official AI Documentation Thread - #16

i have been done with this for months, it’s just that i wrote it with my new assembly patcher specs and i haven’t gotten around to writing the patcher

doc link

there’s a plugin for modular battle that makes use of this, and you could probably screw with the “finder_func” that exists somewhere else in that doc to finish up the event command

I did this.

I finished the arms scroll for FE7

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I made a Juna Fruit item for FE7
So…can someone test it for me?
I’m still working on it but it should work and actually print out how many levels get subtracted

here’s source if you want

Oh, I can test it. How do I add it ingame, and how do I choose how many levels to subtract?

It appears to be coded to subtract a random amount (1d5) right now.

It also appears not to have a check for level requirements (unless item code does that somewhere else?), and I don’t see how it actually prints the message (although it’s clearly loading a character for the level number to some magic IRAM location)…

also >using swi division straight out

there are stdlib function calls or actual native div functions to use

The check and print out are done separately. I figured you could use the condition for the promotion item and the game natively loads separate code to print the text when the item is used. 0x3000080 is the address the game uses to hold the ASCII value for gold so you can use the [G] command to load the prandom number. Yeah it’s kinda weird, but I can’t think of a better way to display the levels.
Suggestions are welcome if anyone has any

@Klok – do this:

pick an item to sacrifice (ideally a stat boost item)
paste [this][1] somewhere in your ROM.
go to the item’s location in the item use table and put in the new pointer
go to the item’s location in the condition table and put a pointer from one of the promotion items
in feditor, choose a text slot to sacrifice and put “[G] levels lost” there
paste [this][2] into some free space and change the 50 07 to the text ID you used
go to the item’s spot in the text table and put in the new pointer
test
[1]: http://pastebin.com/CAgwspeZ
[2]: http://pastebin.com/RZWt6QCM

dynamically generate text and have a test slot in the pointer table point to a spot in ram. I’ve done it before.

that sounds needlessly complicated when I just need one character to be dynamic

Fuck
I’m experiencing technical difficulties. Don’t test it yet, I fucked up the code >_>

Not even, since promotion items require certain classes.

word? I thought it just checked levels
well that’s not difficult to do anyway so it’s OK
The item functions just fine but I can’t get the random number to print properly >_<

Come to think of it, using the [G] code is actually a good idea, because you don’t want to hard-code the corresponding text in the code. I bet there’s an actual existing number-to-string code you should be calling instead though. And I bet it null-terminates the string, which I bet is what you’re missing