Links to other things of interest:
Weapon Rank Bonuses
Remove weapon ranks on promotion,DSFE-style growths
Index-based effectiveness
Passive stat boosts
Array-based weapon locks
“Drop Last Item” as a unit flag for FE7
FE9-Style Support gains
FE6 - Individual Weapon XP
FE8 - Custom Animations
FE8 - Event Assembler raw tweaks
FE8 - Dancers can’t refresh other Dancers
Item Might-based staff healing
FE7/FE8 - Autocursor/Status Screen Fix
FE7 - Variable Status Staff Length
FE7/FE8 - Dropped items don’t refresh uses
FE8 - Growth modifying items
FE8 - Utility ASMCs
FE8 - Unit stat modifiers
Here are some quick notes on how and where autoleveling happens in fe7.
$0202BC06 - Current chapter
$0202BC07 - Current phase (0x0 player, 0x80 enemy, 0x40 NPC)
$0202BC0C - Normal/Hard byte - 0x40 is hard mode
$0202BC13 - Lyn/Eli/Hector mode byte; 0x3 would be Hector
$0800A6BC - Checks for Hector Hard mode
-If passes check, checks chapter unit data to see if unit is an enemy
-Branches to $08031574, which gets offset of current chapter's data
-Gets Bonus level byte; branches to $08017B4C
$08017B80 - Autolevel routine - calcs autolevels from level + promoted status to add to enemies
$08017AC0 - Global level adder; if r2 (levels to gain) = 0, skips to end
$08017A1C - Checks for autolevel bit set in unit data
As you may know, in FE7 the hard mode bonus levels only apply on Hector Hard. Should you want to allow enemies to receive bonus levels on Eliwood Hard mode as well, simply make the following change:
-At 0x0A6C8, replace the twelve bytes there with 000000000000.
-At 0x799D6, replace the twelve bytes there with 000000000000.
In addition, whenever the game generates levels for enemies, it varies their total growths for each step by up to 12.5%, which can cause quite a lot of stat variance for autoleveled enemies. To cut this variance in half, write these bytes to the following offsets:
$08029612 - C010
$08029622 - 0011
This will have the effect of making autoleveled enemies’ stats vary by only 1-2 points at most, instead of 3-4 points.