Venno's small ASM hacks and notes

Venno, I just tried this out now and it doesn’t seem to work? It doesn’t display the droppable green text nor does any item drop when the unit is killed.

I just tested it out on a clean ROM, pasting the hex at 0x17826 and giving units 0x40 as their AI byte 4, and it woks. You’re certain you’re following those steps exactly?

We followed this up on Skype just now, but for those of you wondering, the hack will only work for units that are spawned as enemies, and not NPCs that turn into enemies. This may have been a no-brainer for some of you… but clearly not all of us :stuck_out_tongue:.

Been a while since I’ve touched this page, eh? This new thing will allow a single chapter to display two different objectives in both the goal box at the corner of the screen, and the text in the status screen. If you trigger Event ID 0x05, the goal box and status screen text will increase their text pointers by one (so index 0x0C70 will be read as 0x0C71).

Currently only for FE7, but a FE8 version could be easily made upon request.



For Fe6 - a hack that gives weapons individual WExp values like the later games. Unfortunately, the WExp data has to be stored in a separate table, but oh well. Instructions are in the download, and in the Serenes thread.


Something for FE8 again, this new hack lets characters have custom animations like in FE7, and can account for branched promotions (eg if you wanted a Cavalier to use a custom Paladin animation but use the default Great Knight animation). Instructions are in the download as always.



The default Event Assembler raws don’t cover some commands used in FE8’s Valni and Lagdou chapter events (randomized chests and the postgame check in particular) and would crash when trying to assemble or disassemble them; this download contains fixed raws that let you edit all of these chapter events without issue. Copy the contents over the ‘Language raws’ folder in your EA installation.


“New” commands are:
_0x192A (postgame check)

Also included is an ‘ExperimentalFE8new’ raw file. This contains more descriptive names for some of the commands but consequently breaks compatibility with existing event files, so it’s its own thing. Add the .txt extension if you want to use it (and delete ‘experimental_fe8’), or just delete it if you don’t plan on using it.


@Mikey_Seregon, I figured out what was causing your problem with generic enemy weapon ranks…when autoleveling an enemy, if the game determines that a unit can’t wield a weapon that has no locks and is of a weapon type they have a nonzero weapon rank in, it will set their rank in that type to the weapon’s rank.

The check for whether a weapon had no locks didn’t account for my lock system, so, assuming that the unit just didn’t have a sufficient weapon rank, it would overwrite the unit’s weapon rank with the rank of the array-locked item…which could lower your weapon rank.

Anyway, to fix this make the following change:

-$17ABC: Replace 00 3C 3D 00 with 00 3C 3D FF

-$17FC0: Replace 00 3C 3D 00 with 00 3C 3D FF


Is it possible to have an FE8 version of this? :slight_smile: I’ve always found it obnoxious that units needed to be in adjacent tiles to get support points in GBA FE.

Sure! Paste 0328 04DD to 0x0284E4 to have the same effect in FE8.

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I made a thing. Little install modules for the support distance and FE9 support hacks.

Mostly so I could put them in the FireShell package. Tiny little “hack install” modules are nifty.

Creds to @Icecube for coming up with it.

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(Note: The following is included in the current release of the effectiveness rework)

If you’re using my effectiveness rework for FE7, you’ll have a few free bytes in item data; here’s something to make weapon effectiveness vary by weapon. Paste this hex to $28B40 and byte +0x11 in item data will be that weapon’s effectiveness factor; if the value there is 0 or less it will default to 1, so you only need to change items that you want to be effective against certain classes.

05D13088 EEF7CCFB487C0128 00DA012014242C57291C5A310A88424310190880



Another small thing, this changes the staff/item healing formula to heal based off of the staff/item’s Might byte in item data instead of hardcoded values of 10,20 and 80.

Also included is a version that divides your magic in two before adding it to the healing value and provides healing bonuses for having C/B/A/S rank Staff, for those of you that want staves in the FE12 style. The default bonuses are 1/2/4/8 extra HP healed.

Additionally, it frees up 340 bytes in the region by virtue of not using a humongous pointer table.
To install, paste write the .dmp file at 0x16B68 for FE7 and 0x16FB8 for FE8.

Download (FE7)
Download (FE8)


Hey Venno, how about a version that adds MAG and RES and divides the value by two before adding to the item’s power byte?

This is great too, I’ll definitely use these if I can get an FE8 version. Solves some balancing issues I was having with staves.

You made sure to use the getts for boosted/efffective Magic, right? Not just loaded right out of the unit struct?

Of course! Just like the original routine.

@Arch, the link for the modules is down. Could you reup this please?

Update - added an FE8 version of the item might-based healing mod.

For those of you that want chapters without the main lord in them, here are two small hacks which remove some of the bugs related to that: the autocursor and the status screen. Normally these focus on the first member of your roster, whether or not they’re deployed; this code instead has them focus on the first deployed character.

Link (FE7)

People hacking FE8 have it much easier; just write 21 E0 at 0x3325A, and both problems will be fixed!