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Randomized FE4 Sample


Lamia
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as most people know, there's a randomized GBAFE tool where you can let the RNG decide pretty much all of the character and enemy makeups, and since there isn't compatibility for FE4 (yet?) I went and painstakingly threw together one while praying to random.org as my RNG god

maybe someone can have some fun with it? I'm gonna try and get through it myself

FE4Random1_00000.png

PATCH: Click here!

>Compatible with the unmodified, untranslated (J) ROM, with header.

[spoiler=Changelog] - All items unchanged, except for some extra broken weapon flavor.
- All stat bases unchanged.
- Player Gen 1/Gen 2 fixed character growths rolled from 0-50 each, while doubling the HP result.
- Class growths unchanged.
- All enemy classes and inventories rerolled except for 'dropped item' numbers.
- Additional female battle animation compatibility added.
- Battle animations involving mounted knights are given non-faceless armor, just for flavor purposes.
- Sigurd and Celice cannot change classes from -Lord since Seize is locked to them.
- Fury's, Fee's, and Altenna's classes, along with some enemies, remain as fliers due to event problems that would result in crashes otherwise.
- Junior Lord, Lord Knight, and Dancer not included in class pool, along with the Civilians and Arches.
- When rolling a gender-specific class for an opposite-gender character, I changed them to the proper-gendered counterpart.
- The Binary Sword Skill patch added: While it allows sword skills to be used by any class and weapon type, I've heard there are issues with inheritance regardless.
- Dismount skill removed.
- Dancer skill removed.
- Canto, Recover, and Return added to displayed skills so that you can tell who has it.
- Recover removed from character skill pool, while Big Shield, Return, and Canto added.
- Light and Dark Sword skills included in character and class skill pool.
- Player fixed characters have an equal chance of 1 skill, 2 skills, or 3 skills.
- NPC and enemy holy characters have an equal chance of 0 skills, 1 skill, or 2 skills.
- All sword skills included in class skill pool, along with Ambush, Life, and Recover.
- Gen 1 characters have an equal chance of no holy blood, minor blood, major blood, or 2 minor blood.
- Gen 2 fixed characters have an equal chance of minor blood, major blood, 2 minor blood, or 2 major blood.
- Enemy holy characters have major in all blood to allow for the widest weapon usage for their random class, including holy weapons.
- Gen 2 substitutes have not been changed, make babies, it's the whole point!
- The direct inheritor of a child's mother has a class matching at least one weapon type of the mother's. The other child's class is randomly picked.
- Each character has at least one usable weapon or staff for their class on their appearance.
- Characters with a second starting item, items from events, shop items, and dropped items roll from the full item pool.
- Obtainable Holy Weapons are rerolled only amongst themselves based on all of the possible major blood combinations. There's room to add all of them if RNG allows, I believe.
- Holy Weapons are sellable.
- Chapters are given a random map palette and music.
- All long range tomes are included in the pool. Their uses are changed to 5, cost 15000. They have also been modified to allow for movement.

Edited by Lamia
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I've got a workaround that would let Sigurd and Celice seize regardless of class, and also let sword skills be freely inherited. I'll see if I can go dig it up.

EDIT: At 7A975, there's inheritance addresses for each child, with three bytes in. They go in character order, so they'll be like XX YY ZZ, if YY's 07, the character can't inherit sword skills, if it's FF, they can.

EDIT2: Go to 05E63C: Change 22 2D A0 84 to 22 33 A3 84

Go to 05E641: Change 06 to 01
Go to 05E646: Change 2C to 19
This will let Sigurd and Celice seize based on their character ID rather than class.
Edited by Shin
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I've got a workaround that would let Sigurd and Celice seize regardless of class, and also let sword skills be freely inherited. I'll see if I can go dig it up.

EDIT: At 7A975, there's inheritance addresses for each child, with three bytes in. They go in character order, so they'll be like XX YY ZZ, if YY's 07, the character can't inherit sword skills, if it's FF, they can.

cool beans, though you should probably post such info in the FE4 stuff topic (or did I miss it)

and I assume whatever ROM you're referencing doesn't have a header, since I see it at 7AB75 here

Edited by Lamia
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cool beans, though you should probably post such info in the FE4 stuff topic (or did I miss it)

and I assume whatever ROM you're referencing doesn't have a header, since I see it at 7AB75 here

Yeah, it's a headered rom, although the number strings kinda stand out, so they're not impossible to find in an unheadered rom.

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I made the modifications and updated the patch

Wait. How does the patch work? TT

You patch it, and then it randomizes?

Because for me, it's "you patch it, then black screen". =(

make sure your ROM has a header

also, consider this patch as a sample, single seed

Edited by Lamia
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So, you edited Otaku's randomizer to work for FE4? Or you only 'kinda' edited it, and then just posted the patch? Or are you maybe still working on it? :D

I modified the game manually with nightmare

Edited by Lamia
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Oh, you mentioned his tool so I thought maybe you made an FE4 version of it.

In any case, FE4 is in the pipeline anyway :D

like I mentioned in that program's topic, lemme know if there's anything I can do to help with that

Edited by Lamia
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Not really,most of it is just looking at Nightmare data and copypasting it to the editor/making new entries for stuff like holy blood. However, I'll keep you on dial when he gets around to it if he has big questions.

there are several problems that can crop up in game when doing this thing (and they have) but yes I'd help of course

Edited by Lamia
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Uh oh. Possible problem with how the randomization turned out. I think Making Sigurd an Armor-type unit causes the game to be unwinnable.

I'm in chapter 4, and since he's an Emperor (Which has so far been completely OP and I love it) he can't cross the mountain range into Silesia, and therefore can't capture the final castles, unless there's some other way for Armor units to go across mountains. I'll probably find a workaround because I want to keep playing (I put WAY too much time into my mutant randomized superbabies NOT to see how they turned out) but that's probably something to think about if you make a full Randomizer package.

Also, Lachesis being a Cleric turned recruiting her into a matter of RNG manipulation, since she gets ganked before any of your units can actually get there, but that at least doesn't break the game.

In other news, THIS IS SO FUN. I love this and I'm having a great time playing.

Edit: For anyone else stuck on this, I fixed it on my ROM by going into Nightmare and simply changing the movement cost of Armor units from 128 to 3. Hopefully this doesn't cause any unintended horrifying screwups.

Edited by KamenWriter
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Uh oh. Possible problem with how the randomization turned out. I think Making Sigurd an Armor-type unit causes the game to be unwinnable.

I'm in chapter 4, and since he's an Emperor (Which has so far been completely OP and I love it) he can't cross the mountain range into Silesia, and therefore can't capture the final castles, unless there's some other way for Armor units to go across mountains. I'll probably find a workaround because I want to keep playing (I put WAY too much time into my mutant randomized superbabies NOT to see how they turned out) but that's probably something to think about if you make a full Randomizer package.

Also, Lachesis being a Cleric turned recruiting her into a matter of RNG manipulation, since she gets ganked before any of your units can actually get there, but that at least doesn't break the game.

In other news, THIS IS SO FUN. I love this and I'm having a great time playing.

Edit: For anyone else stuck on this, I fixed it on my ROM by going into Nightmare and simply changing the movement cost of Armor units from 128 to 3. Hopefully this doesn't cause any unintended horrifying screwups.

dew unlocks the bridge in chapter 4, but yeah the mountains are supposed to be a failsafe option

also I've been actively trying to fix stuff like that as I play (chapter 1 had a ton), but you're farther than me (haven't been playing it lately)

Edited by Lamia
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dew unlocks the bridge in chapter 4, but yeah the mountains are supposed to be a failsafe option

also I've been actively trying to fix stuff like that as I play (chapter 1 had a ton), but you're farther than me (haven't been playing it lately)

The issue isn't that bridge but getting to Silesia castle once Mahnya falls and the castle gets captured. There's a lot of hills beyond the initial bridge.

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The issue isn't that bridge but getting to Silesia castle once Mahnya falls and the castle gets captured. There's a lot of hills beyond the initial bridge.

oh right, I forgot about that (been away from vanilla FE4)

I took most other things like that into consideration though like making sure events play out as they should, units capturing castles that they shouldn't be able to capture is a huge headache

Edited by Lamia
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Well, since we're talking about weird bugs, I've encountered a game-breaking one in Chapter 5 that has stopped my progress. Apparently the game doesn't like it when the HiPriest (playing the part of Thieves) raid the towns. As soon as they move onto the door-tile on the towns and start raiding the game locks up. Maybe it's got something to do with playing the HiPriest's map-animation? Not sure how to fix this one - seems like a job for someone well-versed in the ins and outs of FE4 - so I'm kinda leaving it alone for now.

Other Non-Game-Breaking glitches:

Also, I think making Sylvia anything but a dancer broke the "Dance" scene more than it was already broken. I tried saving and reloading several times to get Sylvia's dance to play (She's currently a Sniper) but her sprite just disappears and it just locks up and plays the song forever.

Another weird one on Chapter 4, the Level 4 arena enemy was an AxArmor with a "Hero" axe. However, when we got into a fight, what would happen is he would play the Throwing Axe animation, but the axe would be invisible. Then, hit or miss, the screen would go dark for a moment, and the enemy would disappear, and then my counterattack would whiff, and my character would just stand there like an idiot forever and ever. Even pressing B to try to cancel the fight did nothing. When I tried the Bow-Arena course, it was the same sort of thing, except it was a Warrior with an invisible bow (I forget what bow it was). The only way to get past level 4 Arena would be to use characters who could double-attack for enough damage to kill him before he counter attacked. This was before I changed the Armor-mountain-movement cost so I'm stumped. Lamia actually did the same thing (Had an invisible weapon and then disappeared) but my character could hit and kill her, so it wasn't a problem then. Not game breaking, but it did screw me out of a lot of Arena abuse.

Also, not a bug per-se, but the wyvern riders between me and Lord Byron were so strong that they instagib him immediately before I can even get up there. Not game-breaking, but unfortunate. I wanted to see what nonsense holy weapon he hands me :( (And then the game breaks because HiPriests don't like capturing towns or something, so it became moot)

Edited by KamenWriter
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Well, since we're talking about weird bugs, I've encountered a game-breaking one in Chapter 5 that has stopped my progress. Apparently the game doesn't like it when the HiPriest (playing the part of Thieves) raid the towns. As soon as they move onto the door-tile on the towns and start raiding the game locks up. Maybe it's got something to do with playing the HiPriest's map-animation? Not sure how to fix this one - seems like a job for someone well-versed in the ins and outs of FE4 - so I'm kinda leaving it alone for now.

Other Non-Game-Breaking glitches:

Also, I think making Sylvia anything but a dancer broke the "Dance" scene more than it was already broken. I tried saving and reloading several times to get Sylvia's dance to play (She's currently a Sniper) but her sprite just disappears and it just locks up and plays the song forever.

Another weird one on Chapter 4, the Level 4 arena enemy was an AxArmor with a "Hero" axe. However, when we got into a fight, what would happen is he would play the Throwing Axe animation, but the axe would be invisible. Then, hit or miss, the screen would go dark for a moment, and the enemy would disappear, and then my counterattack would whiff, and my character would just stand there like an idiot forever and ever. Even pressing B to try to cancel the fight did nothing. When I tried the Bow-Arena course, it was the same sort of thing, except it was a Warrior with an invisible bow (I forget what bow it was). The only way to get past level 4 Arena would be to use characters who could double-attack for enough damage to kill him before he counter attacked. This was before I changed the Armor-mountain-movement cost so I'm stumped. Lamia actually did the same thing (Had an invisible weapon and then disappeared) but my character could hit and kill her, so it wasn't a problem then. Not game breaking, but it did screw me out of a lot of Arena abuse.

Also, not a bug per-se, but the wyvern riders between me and Lord Byron were so strong that they instagib him immediately before I can even get up there. Not game-breaking, but unfortunate. I wanted to see what nonsense holy weapon he hands me :( (And then the game breaks because HiPriests don't like capturing towns or something, so it became moot)

1. this is expected (but unfortunate) behavior, I think I placed that item somewhere else to compensate

2. the classes in question do not have the proper battle animations (the gender or weapons might not have been set properly, the arena enemies were the final stretch and I admit I kinda rushed it)

3. I must have accidentally replaced the brigands with mages (magic-users can't attack towns like that, only physical non-bows can)

Edited by Lamia
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More weird bugs time! Delmud ended up being a Bow-wielding class without a name. It looks like some kind of soldier-type class, but his combat animations are broken and lock up the game, so I assume it's a class that was dummied out and has no proper animation. Easy fix, just turned on Map-Animations for him (Good thing too, he's so far my most useful, non-DkPrince-Oifey character I've got so far.

Also, Celice ended up a Duke Knight, which is cool (Having your Lord be an Armor-type was fun, but I got tired of it about halfway through slogging through the Desert one square at a time in Chapter 5), but he did not start with a lance, so he literally can't attack enemies or counterattack. He started with a sword he can't use, so that was weird.

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More weird bugs time! Delmud ended up being a Bow-wielding class without a name. It looks like some kind of soldier-type class, but his combat animations are broken and lock up the game, so I assume it's a class that was dummied out and has no proper animation. Easy fix, just turned on Map-Animations for him (Good thing too, he's so far my most useful, non-DkPrince-Oifey character I've got so far.

Also, Celice ended up a Duke Knight, which is cool (Having your Lord be an Armor-type was fun, but I got tired of it about halfway through slogging through the Desert one square at a time in Chapter 5), but he did not start with a lance, so he literally can't attack enemies or counterattack. He started with a sword he can't use, so that was weird.

whoops, accidentally set delmud to bow soldier instead of bow fighter

as for celice, unfortunate (but now you know to give him a usable weapon next time)

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  • 1 month later...

At the sight of what looked to be Leif parked outside of Jungby, I knew this would be interesting.

EDIT: Everytime it gets past the World Map scene explaining the backstory and whatnot, the screen goes black.

Edited by Lantairu
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