Jump to content

icecube

Member
  • Posts

    40
  • Joined

  • Last visited

Everything posted by icecube

  1. 08027404 08029818 080298C4 09800000 0980003C The only difference between this and the patch is the address. In this case, the table is set at 09800054, 4 byte
  2. New promotion table of FE7. This patch will allow the module to be promotion table editor. Using this patch, each promotion can have its own requirement level. Still, incomplete battle animation of a class will cause a glitch(for example, promoting Druid into Paladin). This patch uses 0xD90000. This module doesn't make an item into a promotion item but change the result of the promotion. Download here
  3. Use GBAGE (Nintenlord). I think most (if not all) of them is in compressed form. By quick glancing, you should recognize them(Quite a lot though. It's better to use VBA tile viewer to help you)
  4. IMO L95 means right before the axe is swung down. Also, when the axe was pulled, it seems that the axe is reversed (the bigger edge should be upward)
  5. Haven't recognized that. After rereading the patch, it seems that the patch needs to be edited manually so that the pointer will be removed from the patch. EDIT: The patch has been fixed.
  6. No, I don't. I rewrote the code without making any doc (except making notes of what THUMB instruction should be made, the remaining space, and available registers.)
  7. Weird. My result of applying the patch to one fresh ROM (and one contaminated ROM) are Iron bow 2-4 range, Iron lance 2-4 range, and combined tile of Iron lance 9-15 range with Iron sword 1-1 range? This patch modifies 168B0-16940, 16DC4-16DE7, 16FBE-16FBF (fix for MP/2 staff), 1A4EA-1A5D3, and 1AC6C-1ACD3.
  8. By default, only 9 kinds of weapon range is recognized(1-1, 1-2, 1-3, 2-2, 2-3, 3-3, 3-10, 3-15, MP/2). While it's possible to use the other range, the range name and tiles won't show properly. This patch will fix them. I don't know why the developer team is using longer, yet less effective code. This patch was created using Lunar ips. Using this patch together with another range modifying patch (i.e. Blazer's 2-3 range sniper patch) is not recommended. For FE7, you can download the patch here. For FE8, you can download the patch here
  9. edit: Wrong post. For 07FF, IMO it's used. There is a FAQ about gamescript showing that some of them are there.
  10. Thanks for answering.
  11. I'm sorry for not giving enough detail. I think it's clear that standard axe battle animation can't handle ranged animation (Not even throwing axe spell animation. The battle screen froze before the animation is played.), as opposed to standard sword battle animation. Thus, the only ranged battle animation of axe user is hand axe battle animation (I call this HABA for now). By this case, combining HABA with any spell animation other than throw axe spell animation (ID 01 of spell animation editor by SpyroDi & Nintenlord ) will stall the battle screen (The animation is played, but the battle screen won't end.) For example, combining HABA with thunder animation will play HABA of the axe user (he throws his axe) and the thunder spell animation. Combining HABA with nosferatu animation will cause the HP healing animation played indefinitely (nonstop). This is not happened with bow, lance, and sword animation (those three weapon can even play throwing axe spell animation properly).
  12. During my attempt in editing spell animation for axe, it seems that standard battle animation for axe can't be used to ranged animation, and even throwing axe animation can't handle any animation other than throwing axe. The battle screen is stalled, and HP increment won't stop if nosferatu animation is used. 1. Is it offset problem, or is it script problem? 2. Hasn't there be any patch to fix them (if it's a script problem) Thanks.
  13. The method to remove weapon triangle is similar to how runesword works. Instead of changing rapier into bow, just change the weapon type of rapier midways. Actually, the module has been created in FEShrine.net. That way, the rapier will give sword weapon experience, while using damage calculation of bow. http://forums.feshrine.net/index.php?showtopic=190&st=15entry116827
×
×
  • Create New...