NewGame+ Flags
I wrote a little guide yesterday on setting ram that will be used even after a new game via FEBuilder’s EventWriter patch, but I feel that doing it via ASMCs makes it a lot cleaner.
Single Try Events
- In your prologue,
ASMC InitializeNewGameRamFunc(if you want 32 flags per save file and 32 NewGame+ flags). - Use
CheckSaveSlotFlag,SetSaveSlotFlag, andUnsetSaveSlotFlagASMCs to have things that occur only once per the save slot (even on restart chapter, the flag will already be set).
Eg.
SVAL s1 32 // Write 32 to Memory Slot 1, which is the highest flag you can use.
ASMC CheckSaveSlotFlag
BNE 0 sC s0 // If the flag is on, jump to label 0
// Do stuff only once
SVAL s1 32
ASMC SetSaveSlotFlag // So this will not occur again
LABEL 0
New Game Unlocks
- Use
CheckNewGameFlag,SetNewGameFlag, andUnsetNewGameFlagto manage unlocks for the .sav file for new games.
Eg.
SVAL s1 128 // Highest flag number that can be used is 128 if you are not using SaveSlot flags.
//If you are using them, then 32 is the highest flag you can use.
ASMC CheckNewGameFlag
BEQ 0 sC s0 // If the flag is off, skip to label 0.
// This will only occur if the flag was previously set (eg. by you completing a later chapter)
SVAL s3 BraveSword
GIVEITEMTO Eirika
LABEL 0
and in a later chapter
CHECK_TURNS
SVAL s1 8
BGT 0 sC s1 // If number of turns is greater than 8, no NewGame+ reward.
SVAL s1 128
ASMC SetNewGameFlag
// Eirika will get a BraveSword on NewGame+
// after completing this chapter in 8 or fewer turns.
LABEL 0
You ultimately don’t need to use these ASMCs for a NewGame+, but if you want to have multiple unlocks, this makes it a lot more convenient. ![]()