Vesly's ASM / C

If you were to record a video directly from mGBA, with the same screen size, and all the pixels aligned, would there be any loss of quality? Or would it look like perfect game footage? I can’t really tell, because your test with the Pokemon Anime is already a very low-quality video before insertion

I think Kran’s Meteo tool has various settings that you should experiment with to compare quality. I think video displayed on the gba will likely be lower quality than a gif you take of the gba displaying something because uncompressed video is not viable to display on the gba. You can record actual gameplay and use it as your video to make into a .gba rom with Meteo, so test it and see.

Reclass / Heart Seals

Reclass a unit and have stats adjust by the base stat differences between classes. Compatible with skillsys / item effect revamp by taking over the juna fruit item. If you must have juna fruits along with heart seals, then you’ll have to figure that out yourself, sorry.

mGBA_Fo25ubUl9q-ezgif.com-optimize

You can edit the reclassing trees by class, or have specific characters have a unique set of classes. I finished this a couple weeks ago and then had it playtested by putting it in the self randomized fe8 & srr hacks to catch a couple more bugs before release here.

You may need to be using the latest ColorzCore.exe (eg. from May 2024) to install this.
image

Shoutouts to @Gultykappa for making the default reclassing trees and to @Lord_Nutritious for providing the item icon. I’ve also heard rumours that a certain magazine might be coming out soon with more on heart seals… :eyes:

I hope to play some hacks that use this :slight_smile:

34 Likes

Gotta say, this is hype. Hopefully I have a chance to use this in a hack one day.

4 Likes

@Vesly This is hype, bringing a customizable reclassing system to FE8!

Two quick questions btw:

  1. Is it single list only between units, or can we make two unpromoted & promoted lists?
    For example, one Mercenary be able to reclass to Myrmidon and Cavalier at base.
    Then, after promotion, gains a new reclass list between Hero, Swordmaster and Paladin.

  2. How does it work with the skillsys? Would it end up replacing the old class’ skills with the new ones, or does it maintain every skill gained from leveling before the reclass?

4 Likes

Reclassing is separated between unpromoted and promoted. Your example would work, yes.

Skills learned are saved to BWL in skillsys for units with unit IDs up to 0x45, so learned skills will not be forgotten by reclassing.

5 Likes

This looks AMAZING!

I too have a question: Do weapon Ranks reset when reclassing? As in, if i reclass from Merc with B rank swords, reclass to Fighter, then reclass ro Merc. Will the Sword Rank be reset to the Merc’s base sword rank? Or will the B rank be remembered?

3 Likes

I don’t think remembering it could be done without either edits to how weapon ranks work, or edits to how save data works.

1 Like

It will be reset. You’d need to save wep ranks elsewhere yourself or change how weapon usability works, which is outside the scope of this hack.

3 Likes

In that case, may I offer a solution?

An ASM that makes it so units ALWAYS retain their WEXP. But are only able to use the weapons that the CLASS has WEXP in. Further more, only those weapon ranks are displayed in the stat screen. The rest are hidden. This is how it works in Fates.

Though, I don’t know how hard it would be to make.

Vesly did just say that you would potentially need to edit how weapon usability works, and said it’d be outside the scope for this hack.

1 Like

Doing that would make heart seals incompatible with skillsys (eg. Lumina, Shadowgift, mss) and hacks that use weapon lock expansion. It’s not within my control.

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That actually creates it more strategic in a way do you want to change classes and have to reset your weapon rank or do you want to keep your same class

I hope to utilize this in my own project at some point, once I learn how to use Colorzcore. :slight_smile:

just put the path to it in settings in febuilder

https://github.com/StanHash/ColorzCore/releases

3 Likes

FE6 fix to have more than 0xFF portraits in conversations

// struct FaceProc+0x40 faceID is a u8 in fe6, but u16 in fe8 
// fe6: StartFaceFadeIn 8d04 called by TalkLoadFace a4f4 makes portrait only 1 byte for palette 
// https://github.com/FireEmblemUniverse/fireemblem6j/blob/b158d46dfc4d6590d783b0072fed90cf0227edf7/include/face.h#L46
// [20240d0]!!?
PUSH
ORG $853C
SHORT $800A // strh r2, [r1] @ store faceID as short, not byte 
ORG $8d12 
SHORT $880A // ldrh r2, [r1] 
ORG $8d7a 
SHORT $880A // ldrh r2, [r1] 
POP
12 Likes

fe6 translation fix
make supports show up in febuilder’s editor automatically

// make supports appear in febuilder 
PUSH
ORG $6afDE 
SHORT $e014 // b 0x806b00A 
POIN 0x666cf8 
ORG $6B00A 
SHORT $1c0d // mov r5, r1 
SHORT $3510 // add r5, #0x10 
SHORT $B0A9 // sub sp, #0xA4 
SHORT $e7e8 // b 0x806AFE4 
POP
12 Likes

Let’s go! Two extremely helpful fixes for FE6.

Christmas came early. :tada:

4 Likes

Hey. Quick Question: I have heard that when having too many playable units, the Support room can bug out. What are the maximum amount of units that can appear in the Support Room without bugging out?

I don’t have any idea. Ask whoever you heard that from, or experiment yourself.